Couple of cleanups (remove unused variables) and a small optimization.

This commit is contained in:
Ragnvald Maartmann-Moe IV 2001-11-05 14:59:05 +00:00
parent 069ad1bfb1
commit 6af4eae1e5

View file

@ -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;
}
}
} 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]) {