diff --git a/libs/video/renderer/gl/gl_rsurf.c b/libs/video/renderer/gl/gl_rsurf.c index 440e7cb28..304a3b009 100644 --- a/libs/video/renderer/gl/gl_rsurf.c +++ b/libs/video/renderer/gl/gl_rsurf.c @@ -144,12 +144,13 @@ R_AddDynamicLights (msurface_t *surf) { float dist; int lnum, maxdist, maxdist2, maxdist3, red, green, blue, smax, - tmax, td, i, j, s, t; + smax3, tmax, td, i, j, s, t; int sdtable[18]; unsigned int *bl; vec3_t impact, local; smax = (surf->extents[0] >> 4) + 1; + smax3 = smax * 3; tmax = (surf->extents[1] >> 4) + 1; for (lnum = 0; lnum < r_maxdlights; lnum++) { @@ -194,14 +195,15 @@ R_AddDynamicLights (msurface_t *surf) for (s = 0; s < smax; s++) { if (sdtable[s] < maxdist2) { j = dlightdivtable[(sdtable[s] + td) >> 7]; - bl[0] += (red * j) >> 7; - bl[1] += (green * j) >> 7; - bl[2] += (blue * j) >> 7; + *bl++ += (red * j) >> 7; + *bl++ += (green * j) >> 7; + *bl++ += (blue * j) >> 7; + } else { + bl += 3; } - bl += 3; } } else - bl += smax * 3; // skip line + bl += smax3; // skip line } } } @@ -436,7 +438,6 @@ R_BlendLightmaps (void) glpoly_t *p; qfglDepthMask (GL_FALSE); // don't bother writing Z - qfglBlendFunc (GL_DST_COLOR, GL_SRC_COLOR); for (i = 0; i < MAX_LIGHTMAPS; i++) { @@ -464,7 +465,6 @@ R_BlendLightmaps (void) // Return to normal blending --KB qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - qfglDepthMask (GL_TRUE); // back to normal Z buffering } @@ -549,8 +549,7 @@ R_RenderBrushPoly (msurface_t *fa) theRect->w = (fa->light_s - theRect->l) + smax; if ((theRect->h + theRect->t) < (fa->light_t + tmax)) theRect->h = (fa->light_t - theRect->t) + tmax; - base = - lightmaps[fa->lightmaptexturenum] + + base = lightmaps[fa->lightmaptexturenum] + (fa->light_t * BLOCK_WIDTH + fa->light_s) * lightmap_bytes; R_BuildLightMap (fa, base, BLOCK_WIDTH * lightmap_bytes); } @@ -560,10 +559,7 @@ R_RenderBrushPoly (msurface_t *fa) void GL_WaterSurface (msurface_t *s) { - int i; - - i = s->texinfo->texture->gl_texturenum; - qfglBindTexture (GL_TEXTURE_2D, i); + qfglBindTexture (GL_TEXTURE_2D, s->texinfo->texture->gl_texturenum); if (r_wateralpha->value < 1.0) { qfglDepthMask (GL_FALSE); color_white[3] = r_wateralpha->value * 255; @@ -645,8 +641,6 @@ R_DrawBrushModel (entity_t *e) qboolean rotated; vec3_t mins, maxs; - currententity = e; - clmodel = e->model; if (e->angles[0] || e->angles[1] || e->angles[2]) {