Minor rendering cleanup, also may help rendering speed when r_wateralpha = 1, by playing with draw order.

This commit is contained in:
Ragnvald Maartmann-Moe IV 2001-11-20 09:41:15 +00:00
parent ec75b71711
commit 3f79367865
2 changed files with 22 additions and 18 deletions

View file

@ -223,7 +223,7 @@ R_DrawViewModel (void)
qfglColor3ubv (color_white);
}
inline static int
static inline int
SignbitsForPlane (mplane_t *out)
{
int bits, j;
@ -389,7 +389,7 @@ R_Clear (void)
qfglClear (GL_DEPTH_BUFFER_BIT);
}
void
static void
R_RenderScene (void)
{
if (r_timegraph->int_val || r_speeds->int_val || r_dspeeds->int_val)
@ -406,7 +406,7 @@ R_RenderScene (void)
R_RenderDlights ();
}
void
static void
R_Mirror (void)
{
float d;
@ -439,7 +439,6 @@ R_Mirror (void)
qfglDepthRange (gldepthmin, gldepthmax);
R_RenderScene ();
R_DrawWaterSurfaces ();
gldepthmin = 0;
gldepthmax = 1;
@ -485,7 +484,6 @@ R_RenderView (void)
// render normal view
R_RenderScene ();
R_DrawViewModel ();
R_DrawWaterSurfaces ();
R_UpdateFires ();
R_DrawParticles ();

View file

@ -139,7 +139,7 @@ R_RecursiveLightUpdate (mnode_t *node)
c--, surf++) surf->cached_dlight = true;
}
void
static void
R_AddDynamicLights (msurface_t *surf)
{
float dist;
@ -215,7 +215,7 @@ R_AddDynamicLights (msurface_t *surf)
GL_RGB for colored lights and averaging them out for plain white
lighting if needed. Much cleaner that way. --KB
*/
void
static void
R_BuildLightMap (msurface_t *surf, byte * dest, int stride)
{
byte *lightmap;
@ -342,7 +342,7 @@ R_TextureAnimation (texture_t *base)
/* BRUSH MODELS */
void
static void
GL_UploadLightmap (int i, int x, int y, int w, int h)
{
/* qfglTexSubImage2D (GL_TEXTURE_2D, 0, 0, y, BLOCK_WIDTH, h,
@ -369,7 +369,7 @@ GL_UploadLightmap (int i, int x, int y, int w, int h)
}
}
void
static void
R_DrawMultitexturePoly (msurface_t *s)
{
float *v;
@ -429,7 +429,7 @@ R_DrawMultitexturePoly (msurface_t *s)
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
void
static void
R_BlendLightmaps (void)
{
float *v;
@ -467,7 +467,7 @@ R_BlendLightmaps (void)
qfglDepthMask (GL_TRUE); // back to normal Z buffering
}
void
static void
R_RenderFullbrights (void)
{
float *v;
@ -555,7 +555,7 @@ R_RenderBrushPoly (msurface_t *fa)
}
}
void
static void
GL_WaterSurface (msurface_t *s)
{
qfglBindTexture (GL_TEXTURE_2D, s->texinfo->texture->gl_texturenum);
@ -606,7 +606,7 @@ R_DrawWaterSurfaces (void)
}
}
void
static void
DrawTextureChains (void)
{
int i;
@ -730,7 +730,7 @@ R_DrawBrushModel (entity_t *e)
/* WORLD MODEL */
void
static void
R_RecursiveWorldNode (mnode_t *node)
{
double dot;
@ -755,7 +755,7 @@ R_RecursiveWorldNode (mnode_t *node)
return;
}
// node is just a decision point, so go down the apropriate sides
// node is just a decision point, so go down the appropriate sides
// find which side of the node we are on
plane = node->plane;
@ -824,6 +824,9 @@ R_DrawWorld (void)
R_DrawSkyChain (sky_chain);
if (r_wateralpha->value >= 1.0)
R_DrawWaterSurfaces ();
DrawTextureChains ();
if (!gl_mtex_active)
@ -831,6 +834,9 @@ R_DrawWorld (void)
if (gl_fb_bmodels->int_val)
R_RenderFullbrights ();
if (r_wateralpha->value < 1.0)
R_DrawWaterSurfaces ();
}
void
@ -880,7 +886,7 @@ R_MarkLeaves (void)
/* LIGHTMAP ALLOCATION */
// returns a texture number and the position inside it
int
static int
AllocBlock (int w, int h, int *x, int *y)
{
int best, best2, texnum, i, j;
@ -925,7 +931,7 @@ int nColinElim;
model_t *currentmodel;
mvertex_t *r_pcurrentvertbase;
void
static void
BuildSurfaceDisplayList (msurface_t *fa)
{
float s, t;
@ -1022,7 +1028,7 @@ BuildSurfaceDisplayList (msurface_t *fa)
poly->numverts = lnumverts;
}
void
static void
GL_CreateSurfaceLightmap (msurface_t *surf)
{
byte *base;