mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-10 15:22:04 +00:00
merge glquake.h. Rather messily done, but it works and all clashes were
sorted out on the nq side assuming that qw did it right (which it does:)
This commit is contained in:
parent
c0507f5610
commit
5859b3dd1f
5 changed files with 84 additions and 308 deletions
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@ -26,8 +26,8 @@
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$Id$
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*/
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#ifndef _GLQUAKE_H
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#define _GLQUAKE_H
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#ifndef __glquake_h
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#define __glquake_h
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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@ -43,7 +43,7 @@
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#include "QF/cvar.h"
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#include "QF/model.h"
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#include "render.h"
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#include "qfgl_ext.h"
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#include "QF/qfgl_ext.h"
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#include "wad.h"
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void GL_BeginRendering (int *x, int *y, int *width, int *height);
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@ -57,6 +57,7 @@ extern float gldepthmin, gldepthmax;
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void GL_Upload8 (byte *data, int width, int height, qboolean mipmap, qboolean alpha);
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void GL_Upload8_EXT (byte *data, int width, int height, qboolean mipmap, qboolean alpha);
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int GL_LoadTexture (char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha, int bytesperpixel);
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int GL_FindTexture (char *identifier);
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typedef struct {
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float x, y, z;
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@ -136,6 +137,10 @@ extern texture_t *r_notexture_mip;
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extern int d_lightstylevalue[256]; // 8.8 fraction of base light value
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extern qboolean envmap;
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extern int currenttexture;
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extern int cnttextures[2];
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extern int particletexture;
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extern int netgraphtexture;
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extern int netgraphtexture; // netgraph texture
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extern int playertextures;
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extern int player_fb_textures;
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@ -149,7 +154,10 @@ extern cvar_t *r_drawviewmodel;
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extern cvar_t *r_particles;
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extern cvar_t *r_speeds;
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extern cvar_t *r_waterwarp;
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extern cvar_t *r_fullbright;
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extern cvar_t *r_lightmap;
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extern cvar_t *r_shadows;
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extern cvar_t *r_mirroralpha;
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extern cvar_t *r_wateralpha;
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extern cvar_t *r_waterripple;
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extern cvar_t *r_dynamic;
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@ -159,14 +167,31 @@ extern cvar_t *r_netgraph;
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extern cvar_t *gl_affinemodels;
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extern cvar_t *gl_clear;
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extern cvar_t *gl_cull;
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extern cvar_t *gl_poly;
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extern cvar_t *gl_texsort;
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extern cvar_t *gl_smoothmodels;
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extern cvar_t *gl_affinemodels;
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extern cvar_t *gl_polyblend;
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extern cvar_t *gl_fb_bmodels;
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extern cvar_t *gl_fb_models;
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extern cvar_t *gl_dlight_lightmap;
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extern cvar_t *gl_dlight_polyblend;
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extern cvar_t *gl_dlight_smooth;
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extern cvar_t *gl_keeptjunctions;
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extern cvar_t *gl_reporttjunctions;
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extern cvar_t *gl_flashblend;
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extern cvar_t *gl_multitexture;
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extern cvar_t *gl_nocolors;
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extern cvar_t *gl_doubleeyes;
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extern cvar_t *gl_ztrick;
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extern cvar_t *gl_finish;
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extern cvar_t *gl_clear;
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extern cvar_t *gl_subdivide_size;
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extern cvar_t *gl_particles;
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extern cvar_t *gl_fires;
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extern cvar_t *gl_fb_models;
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extern cvar_t *gl_fb_bmodels;
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extern cvar_t *gl_poly;
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extern cvar_t *gl_polyblend;
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extern cvar_t *gl_sky_clip;
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extern cvar_t *gl_sky_divide;
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extern int mirrortexturenum; // quake texturenum, not gltexturenum
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extern qboolean mirror;
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extern qboolean lighthalf;
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extern mplane_t *mirror_plane;
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extern int gl_lightmap_format;
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extern int gl_solid_format;
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extern int gl_alpha_format;
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extern float r_world_matrix[16];
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extern float bubble_sintable[], bubble_costable[];
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extern float v_blend[4];
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extern const char *gl_vendor;
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extern const char *gl_renderer;
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extern const char *gl_version;
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extern const char *gl_extensions;
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void R_TranslatePlayerSkin (int playernum);
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void GL_Bind (int texnum);
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// Multitexture
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#define TEXTURE0_SGIS 0x835E
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#define TEXTURE1_SGIS 0x835F
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#ifndef _WIN32
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# ifndef APIENTRY
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# define APIENTRY /* */
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# endif
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#endif
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typedef void (APIENTRY *lpMTexFUNC) (GLenum, GLfloat, GLfloat);
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typedef void (APIENTRY *lpSelTexFUNC) (GLenum);
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extern lpMTexFUNC qglMTexCoord2fSGIS;
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extern lpSelTexFUNC qglSelectTextureSGIS;
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extern lpMTexFUNC qglMTexCoord2f;
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extern lpSelTexFUNC qglSelectTexture;
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extern qboolean gl_mtexable;
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void GL_SubdivideSurface (msurface_t *fa);
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// Multitexturing
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extern QF_glActiveTextureARB qglActiveTexture;
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void GL_DisableMultitexture (void);
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void GL_EnableMultitexture (void);
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void GL_BuildLightmaps (void);
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void GL_Upload8_EXT (byte *data, int width, int height, qboolean mipmap, qboolean alpha) ;
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void GL_Set2D (void);
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void GL_CheckGamma (unsigned char *pal);
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void GL_CheckBrightness (unsigned char *pal);
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void EmitWaterPolys (msurface_t *fa);
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void EmitSkyPolys (msurface_t *fa);
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void EmitBothSkyLayers (msurface_t *fa);
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void R_DrawSkyChain (msurface_t *s);
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void R_LoadSkys (char *);
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void R_DrawSky (void);
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void R_RotateForEntity (entity_t *e);
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qboolean R_CullBox (vec3_t mins, vec3_t maxs);
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void AddLightBlend (float, float, float, float);
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void GL_SelectTexture (GLenum target);
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//
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float size;
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float die, decay; // duration settings
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float minlight; // lighting threshold
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float color[3]; // !RGBA
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float color[3]; // RGB
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} fire_t;
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void R_AddFire (vec3_t, vec3_t, entity_t *ent);
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//
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void R_NetGraph (void);
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#endif // _GLQUAKE_H
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#endif // __glquake_h
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@ -1,295 +0,0 @@
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/*
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glquake.h
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@description@
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifndef __glquake_h
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#define __glquake_h
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#ifndef __GNUC__
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// disable data conversion warnings
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#pragma warning(disable : 4244) // MIPS
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#pragma warning(disable : 4136) // X86
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#pragma warning(disable : 4051) // ALPHA
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#endif
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#ifdef _WIN32
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#include <windows.h>
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#endif
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#include <GL/gl.h>
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#include "QF/qtypes.h"
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#include "d_iface.h"
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void GL_BeginRendering (int *x, int *y, int *width, int *height);
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void GL_EndRendering (void);
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#ifdef _WIN32
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// Function prototypes for the Texture Object Extension routines
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typedef GLboolean (APIENTRY *ARETEXRESFUNCPTR)(GLsizei, const GLuint *,
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const GLboolean *);
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typedef void (APIENTRY *BINDTEXFUNCPTR)(GLenum, GLuint);
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typedef void (APIENTRY *DELTEXFUNCPTR)(GLsizei, const GLuint *);
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typedef void (APIENTRY *GENTEXFUNCPTR)(GLsizei, GLuint *);
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typedef GLboolean (APIENTRY *ISTEXFUNCPTR)(GLuint);
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typedef void (APIENTRY *PRIORTEXFUNCPTR)(GLsizei, const GLuint *,
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const GLclampf *);
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typedef void (APIENTRY *TEXSUBIMAGEPTR)(int, int, int, int, int, int, int, int, void *);
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extern BINDTEXFUNCPTR bindTexFunc;
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extern DELTEXFUNCPTR delTexFunc;
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extern TEXSUBIMAGEPTR TexSubImage2DFunc;
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#endif
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extern int texture_extension_number;
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extern int texture_mode;
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extern int gl_mtex_enum;
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extern float gldepthmin, gldepthmax;
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void GL_Upload8 (byte *data, int width, int height, qboolean mipmap, qboolean alpha);
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int GL_LoadTexture (char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha, int bytesperpixel);
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int GL_FindTexture (char *identifier);
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typedef struct
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{
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float x, y, z;
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float s, t;
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float r, g, b;
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} glvert_t;
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extern glvert_t glv;
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extern int glx, gly, glwidth, glheight;
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#ifdef _WIN32
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//extern PROC glArrayElementEXT;
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//extern PROC glColorPointerEXT;
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//extern PROC glTexturePointerEXT;
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//extern PROC glVertexPointerEXT;
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#endif
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// r_local.h -- private refresh defs
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#define ALIAS_BASE_SIZE_RATIO (1.0 / 11.0)
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// normalizing factor so player model works out to about
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// 1 pixel per triangle
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#define MAX_LBM_HEIGHT 480
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#define MAX_GLTEXTURES 2048
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#define TILE_SIZE 128 // size of textures generated by R_GenTiledSurf
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#define SKYSHIFT 7
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#define SKYSIZE (1 << SKYSHIFT)
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#define SKYMASK (SKYSIZE - 1)
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#define BACKFACE_EPSILON 0.01
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void R_TimeRefresh_f (void);
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void R_ReadPointFile_f (void);
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texture_t *R_TextureAnimation (texture_t *base);
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typedef struct surfcache_s
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{
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struct surfcache_s *next;
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struct surfcache_s **owner; // NULL is an empty chunk of memory
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int lightadj[MAXLIGHTMAPS]; // checked for strobe flush
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int dlight;
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int size; // including header
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unsigned width;
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unsigned height; // DEBUG only needed for debug
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float mipscale;
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struct texture_s *texture; // checked for animating textures
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byte data[4]; // width*height elements
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} surfcache_t;
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//====================================================
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extern entity_t r_worldentity;
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extern qboolean r_cache_thrash; // compatability
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extern vec3_t modelorg, r_entorigin;
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extern entity_t *currententity;
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extern int r_visframecount; // ??? what difs?
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extern int r_framecount;
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extern mplane_t frustum[4];
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extern int c_brush_polys, c_alias_polys;
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//
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// view origin
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//
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extern vec3_t vup;
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extern vec3_t vpn;
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extern vec3_t vright;
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extern vec3_t r_origin;
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//
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// screen size info
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//
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extern refdef_t r_refdef;
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extern mleaf_t *r_viewleaf, *r_oldviewleaf;
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extern texture_t *r_notexture_mip;
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extern int d_lightstylevalue[256]; // 8.8 fraction of base light value
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extern qboolean envmap;
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extern int currenttexture;
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extern int cnttextures[2];
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extern int particletexture;
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extern int netgraphtexture;
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extern int playertextures;
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extern int skytexturenum; // index in cl.loadmodel, not gl texture object
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extern cvar_t *r_norefresh;
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extern cvar_t *r_drawentities;
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extern cvar_t *r_drawworld;
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extern cvar_t *r_drawviewmodel;
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extern cvar_t *r_speeds;
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extern cvar_t *r_waterwarp;
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extern cvar_t *r_fullbright;
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extern cvar_t *r_lightmap;
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extern cvar_t *r_shadows;
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extern cvar_t *r_mirroralpha;
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extern cvar_t *r_wateralpha;
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extern cvar_t *r_waterripple;
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extern cvar_t *r_dynamic;
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extern cvar_t *r_novis;
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extern cvar_t *r_netgraph;
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extern cvar_t *gl_clear;
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extern cvar_t *gl_cull;
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extern cvar_t *gl_poly;
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extern cvar_t *gl_texsort;
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extern cvar_t *gl_smoothmodels;
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extern cvar_t *gl_affinemodels;
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extern cvar_t *gl_polyblend;
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extern cvar_t *gl_keeptjunctions;
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extern cvar_t *gl_reporttjunctions;
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extern cvar_t *gl_flashblend;
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extern cvar_t *gl_nocolors;
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extern cvar_t *gl_doubleeyes;
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extern cvar_t *gl_ztrick;
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extern cvar_t *gl_finish;
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extern cvar_t *gl_clear;
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extern cvar_t *gl_subdivide_size;
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extern cvar_t *gl_particles;
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extern cvar_t *gl_fires;
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extern cvar_t *gl_fb_models;
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extern cvar_t *gl_fb_bmodels;
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extern int gl_lightmap_format;
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extern int gl_solid_format;
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extern int gl_alpha_format;
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extern cvar_t *gl_max_size;
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extern cvar_t *gl_playermip;
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extern cvar_t *r_skyname;
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extern cvar_t *gl_skymultipass;
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extern int mirrortexturenum; // quake texturenum, not gltexturenum
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extern qboolean mirror;
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extern qboolean lighthalf;
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extern mplane_t *mirror_plane;
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extern float r_world_matrix[16];
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extern float bubble_sintable[], bubble_costable[];
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extern float v_blend[4];
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extern const char *gl_vendor;
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extern const char *gl_renderer;
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extern const char *gl_version;
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extern const char *gl_extensions;
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void R_TranslatePlayerSkin (int playernum);
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void GL_Bind (int texnum);
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// Multitexture
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#define TEXTURE0_SGIS 0x835E
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#define TEXTURE1_SGIS 0x835F
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#ifndef _WIN32
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# ifndef APIENTRY
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# define APIENTRY /* */
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# endif
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#endif
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typedef void (APIENTRY *lpMTexFUNC) (GLenum, GLfloat, GLfloat);
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typedef void (APIENTRY *lpSelTexFUNC) (GLenum);
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extern lpMTexFUNC qglMTexCoord2fSGIS;
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extern lpSelTexFUNC qglSelectTextureSGIS;
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extern lpMTexFUNC qglMTexCoord2f;
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extern lpSelTexFUNC qglSelectTexture;
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extern qboolean gl_mtexable;
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void GL_SubdivideSurface (msurface_t *fa);
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void GL_DisableMultitexture(void);
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void GL_EnableMultitexture(void);
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void GL_BuildLightmaps (void);
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void GL_Upload8_EXT (byte *data, int width, int height, qboolean mipmap, qboolean alpha) ;
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void GL_Set2D (void);
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void GL_CheckGamma (unsigned char *pal);
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void GL_CheckBrightness (unsigned char *pal);
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void EmitWaterPolys (msurface_t *fa);
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void EmitSkyPolys (msurface_t *fa);
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void EmitBothSkyLayers (msurface_t *fa);
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void R_DrawSkyChain (msurface_t *s);
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void R_LoadSkys (char *);
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void R_DrawSky (void);
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void R_RotateForEntity (entity_t *e);
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qboolean R_CullBox (vec3_t mins, vec3_t maxs);
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void AddLightBlend (float, float, float, float);
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typedef struct {
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int key; // allows reusability
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vec3_t origin, owner;
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float size;
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float die, decay; // duration settings
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float minlight; // lighting threshold
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float _color[3]; // RGBA
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float *color;
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} fire_t;
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void R_AddFire (vec3_t, vec3_t, entity_t *ent);
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fire_t *R_AllocFire (int);
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void R_DrawFire (fire_t *);
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void R_UpdateFires (void);
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#endif // __glquake_h
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|
@ -242,13 +242,13 @@ R_AddFire (vec3_t start, vec3_t end, entity_t *ent)
|
|||
f->size = 10;
|
||||
f->die = cl.time + 0.5;
|
||||
f->decay = 1;
|
||||
f->color = r_firecolor_flame;
|
||||
VectorCopy (r_firecolor_flame, f->color);
|
||||
|
||||
dl = CL_AllocDlight (key);
|
||||
VectorCopy (end, dl->origin);
|
||||
dl->radius = 200;
|
||||
dl->die = cl.time + 0.5;
|
||||
dl->color = r_firecolor_light;
|
||||
VectorCopy (r_firecolor_light, dl->color);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -271,7 +271,6 @@ R_AllocFire (int key)
|
|||
if (f->key == key) {
|
||||
memset (f, 0, sizeof (*f));
|
||||
f->key = key;
|
||||
f->color = f->_color;
|
||||
return f;
|
||||
}
|
||||
}
|
||||
|
@ -281,7 +280,6 @@ R_AllocFire (int key)
|
|||
if (f->die < cl.time) {
|
||||
memset (f, 0, sizeof (*f));
|
||||
f->key = key;
|
||||
f->color = f->_color;
|
||||
return f;
|
||||
}
|
||||
}
|
||||
|
@ -289,7 +287,6 @@ R_AllocFire (int key)
|
|||
f = &r_fires[0];
|
||||
memset (f, 0, sizeof (*f));
|
||||
f->key = key;
|
||||
f->color = f->_color;
|
||||
return f;
|
||||
}
|
||||
|
||||
|
|
|
@ -83,9 +83,9 @@ const char *gl_version;
|
|||
const char *gl_extensions;
|
||||
|
||||
// ARB Multitexture
|
||||
int gl_mtex_enum = TEXTURE0_SGIS;
|
||||
qboolean gl_arb_mtex = false;
|
||||
qboolean gl_mtexable = false;
|
||||
GLenum gl_mtex_enum = TEXTURE0_SGIS;
|
||||
qboolean gl_arb_mtex = false;
|
||||
qboolean gl_mtexable = false;
|
||||
|
||||
qboolean is8bit = false;
|
||||
cvar_t *vid_use8bit;
|
||||
|
|
Loading…
Reference in a new issue