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https://git.code.sf.net/p/quake/quakeforge
synced 2025-01-18 06:51:47 +00:00
rename clmodel to model
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parent
b1a180b25e
commit
55cdde81da
1 changed files with 10 additions and 10 deletions
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@ -512,21 +512,21 @@ R_DrawAliasModel (entity_t *e, qboolean cull)
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int lnum, i, texture;
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int lnum, i, texture;
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int fb_texture = 0;
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int fb_texture = 0;
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aliashdr_t *paliashdr;
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aliashdr_t *paliashdr;
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model_t *clmodel;
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model_t *model;
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vec3_t dist, mins, maxs, scale;
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vec3_t dist, mins, maxs, scale;
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vert_order_t *vo;
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vert_order_t *vo;
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clmodel = e->model;
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model = e->model;
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VectorAdd (e->origin, clmodel->mins, mins);
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VectorAdd (e->origin, model->mins, mins);
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VectorAdd (e->origin, clmodel->maxs, maxs);
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VectorAdd (e->origin, model->maxs, maxs);
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if (cull && R_CullBox (mins, maxs))
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if (cull && R_CullBox (mins, maxs))
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return;
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return;
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VectorSubtract (r_origin, e->origin, modelorg);
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VectorSubtract (r_origin, e->origin, modelorg);
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if (!clmodel->fullbright) {
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if (!model->fullbright) {
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// get lighting information
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// get lighting information
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R_LightPoint (e->origin);
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R_LightPoint (e->origin);
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ambientcolor[0] *= e->colormod[0];
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ambientcolor[0] *= e->colormod[0];
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@ -558,7 +558,7 @@ R_DrawAliasModel (entity_t *e, qboolean cull)
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}
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}
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// always give the gun some light
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// always give the gun some light
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shade = max (shadecolor[0], max (shadecolor[1], shadecolor[2]));
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shade = max (shadecolor[0], max (shadecolor[1], shadecolor[2]));
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minshade = clmodel->min_light / 200.0;
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minshade = model->min_light / 200.0;
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if (e == r_view_model && shade < minshade) {
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if (e == r_view_model && shade < minshade) {
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shadecolor[0] += minshade - shade;
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shadecolor[0] += minshade - shade;
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shadecolor[1] += minshade - shade;
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shadecolor[1] += minshade - shade;
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@ -602,7 +602,7 @@ R_DrawAliasModel (entity_t *e, qboolean cull)
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skindesc = R_AliasGetSkindesc (e->skinnum, paliashdr);
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skindesc = R_AliasGetSkindesc (e->skinnum, paliashdr);
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texture = skindesc->texnum;
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texture = skindesc->texnum;
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if (gl_fb_models->int_val && !clmodel->fullbright)
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if (gl_fb_models->int_val && !model->fullbright)
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fb_texture = skindesc->fb_texnum;
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fb_texture = skindesc->fb_texnum;
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}
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}
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@ -614,7 +614,7 @@ R_DrawAliasModel (entity_t *e, qboolean cull)
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if (modelalpha < 1.0)
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if (modelalpha < 1.0)
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qfglDepthMask (GL_FALSE);
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qfglDepthMask (GL_FALSE);
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if (clmodel->fullbright) {
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if (model->fullbright) {
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qfglBindTexture (GL_TEXTURE_2D, texture);
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qfglBindTexture (GL_TEXTURE_2D, texture);
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GL_DrawAliasFrame_fb (vo);
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GL_DrawAliasFrame_fb (vo);
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} else if (!fb_texture) {
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} else if (!fb_texture) {
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@ -649,13 +649,13 @@ R_DrawAliasModel (entity_t *e, qboolean cull)
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// FIXME: Translucent objects should cast colored shadows
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// FIXME: Translucent objects should cast colored shadows
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// torches, grenades, and lightning bolts do not have shadows
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// torches, grenades, and lightning bolts do not have shadows
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if (r_shadows->int_val && clmodel->shadow_alpha) {
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if (r_shadows->int_val && model->shadow_alpha) {
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qfglPushMatrix ();
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qfglPushMatrix ();
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R_RotateForEntity (e);
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R_RotateForEntity (e);
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qfglDisable (GL_TEXTURE_2D);
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qfglDisable (GL_TEXTURE_2D);
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qfglDepthMask (GL_FALSE);
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qfglDepthMask (GL_FALSE);
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color_black[3] = modelalpha * ((clmodel->shadow_alpha + 1) / 2);
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color_black[3] = modelalpha * ((model->shadow_alpha + 1) / 2);
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qfglColor4ubv (color_black);
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qfglColor4ubv (color_black);
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GL_DrawAliasShadow (paliashdr, vo);
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GL_DrawAliasShadow (paliashdr, vo);
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