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https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-10 15:22:04 +00:00
Couple of cleanups (remove unused variables) and a small optimization.
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069ad1bfb1
commit
6af4eae1e5
1 changed files with 10 additions and 16 deletions
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@ -144,12 +144,13 @@ R_AddDynamicLights (msurface_t *surf)
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{
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float dist;
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int lnum, maxdist, maxdist2, maxdist3, red, green, blue, smax,
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tmax, td, i, j, s, t;
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smax3, tmax, td, i, j, s, t;
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int sdtable[18];
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unsigned int *bl;
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vec3_t impact, local;
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smax = (surf->extents[0] >> 4) + 1;
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smax3 = smax * 3;
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tmax = (surf->extents[1] >> 4) + 1;
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for (lnum = 0; lnum < r_maxdlights; lnum++) {
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@ -194,14 +195,15 @@ R_AddDynamicLights (msurface_t *surf)
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for (s = 0; s < smax; s++) {
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if (sdtable[s] < maxdist2) {
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j = dlightdivtable[(sdtable[s] + td) >> 7];
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bl[0] += (red * j) >> 7;
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bl[1] += (green * j) >> 7;
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bl[2] += (blue * j) >> 7;
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}
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*bl++ += (red * j) >> 7;
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*bl++ += (green * j) >> 7;
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*bl++ += (blue * j) >> 7;
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} else {
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bl += 3;
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}
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}
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} else
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bl += smax * 3; // skip line
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bl += smax3; // skip line
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}
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}
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}
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@ -436,7 +438,6 @@ R_BlendLightmaps (void)
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glpoly_t *p;
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qfglDepthMask (GL_FALSE); // don't bother writing Z
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qfglBlendFunc (GL_DST_COLOR, GL_SRC_COLOR);
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for (i = 0; i < MAX_LIGHTMAPS; i++) {
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@ -464,7 +465,6 @@ R_BlendLightmaps (void)
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// Return to normal blending --KB
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qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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qfglDepthMask (GL_TRUE); // back to normal Z buffering
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}
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@ -549,8 +549,7 @@ R_RenderBrushPoly (msurface_t *fa)
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theRect->w = (fa->light_s - theRect->l) + smax;
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if ((theRect->h + theRect->t) < (fa->light_t + tmax))
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theRect->h = (fa->light_t - theRect->t) + tmax;
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base =
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lightmaps[fa->lightmaptexturenum] +
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base = lightmaps[fa->lightmaptexturenum] +
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(fa->light_t * BLOCK_WIDTH + fa->light_s) * lightmap_bytes;
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R_BuildLightMap (fa, base, BLOCK_WIDTH * lightmap_bytes);
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}
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@ -560,10 +559,7 @@ R_RenderBrushPoly (msurface_t *fa)
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void
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GL_WaterSurface (msurface_t *s)
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{
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int i;
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i = s->texinfo->texture->gl_texturenum;
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qfglBindTexture (GL_TEXTURE_2D, i);
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qfglBindTexture (GL_TEXTURE_2D, s->texinfo->texture->gl_texturenum);
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if (r_wateralpha->value < 1.0) {
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qfglDepthMask (GL_FALSE);
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color_white[3] = r_wateralpha->value * 255;
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@ -645,8 +641,6 @@ R_DrawBrushModel (entity_t *e)
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qboolean rotated;
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vec3_t mins, maxs;
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currententity = e;
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clmodel = e->model;
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if (e->angles[0] || e->angles[1] || e->angles[2]) {
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