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https://git.code.sf.net/p/quake/quakeforge
synced 2025-01-31 05:00:35 +00:00
emptiness shuffled.
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parent
a2b5fe36bb
commit
86b2363244
2 changed files with 39 additions and 66 deletions
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@ -37,8 +37,8 @@
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# include <strings.h>
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#endif
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#include <stdio.h>
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#include <math.h>
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#include <stdio.h>
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#include "QF/cmd.h"
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#include "QF/compat.h"
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@ -141,6 +141,7 @@ R_ForceLightUpdate ()
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int dlightdivtable[8192];
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int dlightdivtableinitialized = 0;
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void
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R_AddDynamicLights (msurface_t *surf)
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{
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@ -194,21 +195,15 @@ R_AddDynamicLights (msurface_t *surf)
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surf->texturemins[1];
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i = f;
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maxdist = (int) (cl_dlights[lnum].radius * cl_dlights[lnum].radius); // for
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//
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//
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// comparisons
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// to
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// minimum
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// acceptable
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// light
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maxdist = (int) (cl_dlights[lnum].radius * cl_dlights[lnum].radius);
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// for comparisons to minimum acceptable light
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// clamp radius to avoid exceeding 8192 entry division table
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if (maxdist > 1048576)
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maxdist = 1048576;
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maxdist3 = maxdist - (int) (dist * dist);
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// convert to 8.8 blocklights format
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// if (!cl_dlights[lnum].dark)
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// {
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// if (!cl_dlights[lnum].dark)
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// {
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f = cl_dlights[lnum].color[0] * maxdist;
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red = f;
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f = cl_dlights[lnum].color[1] * maxdist;
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@ -411,6 +406,7 @@ extern float speedscale; // for top sky and bottom sky
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lpMTexFUNC qglMTexCoord2f = NULL;
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lpSelTexFUNC qglSelectTexture = NULL;
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void
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GL_UploadLightmap (int i, int x, int y, int w, int h)
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{
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@ -867,17 +863,17 @@ R_RecursiveWorldNode (mnode_t *node)
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switch (plane->type) {
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case PLANE_X:
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dot = modelorg[0] - plane->dist;
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break;
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dot = modelorg[0] - plane->dist;
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break;
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case PLANE_Y:
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dot = modelorg[1] - plane->dist;
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break;
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dot = modelorg[1] - plane->dist;
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break;
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case PLANE_Z:
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dot = modelorg[2] - plane->dist;
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break;
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dot = modelorg[2] - plane->dist;
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break;
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default:
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dot = DotProduct (modelorg, plane->normal) - plane->dist;
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break;
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dot = DotProduct (modelorg, plane->normal) - plane->dist;
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break;
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}
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side = dot < 0;
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@ -1056,9 +1052,9 @@ AllocBlock (int w, int h, int *x, int *y)
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mvertex_t *r_pcurrentvertbase;
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model_t *currentmodel;
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int nColinElim;
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void
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BuildSurfaceDisplayList (msurface_t *fa)
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{
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@ -1163,7 +1159,6 @@ BuildSurfaceDisplayList (msurface_t *fa)
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}
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}
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poly->numverts = lnumverts;
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}
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@ -88,6 +88,7 @@ msurface_t *sky_chain;
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extern qboolean lighthalf;
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// LordHavoc: place for gl_rsurf setup code
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void
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glrsurf_init (void)
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@ -95,6 +96,7 @@ glrsurf_init (void)
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memset (&lightmaps, 0, sizeof (lightmaps));
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}
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static void
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R_RecursiveLightUpdate (mnode_t *node)
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{
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@ -110,6 +112,7 @@ R_RecursiveLightUpdate (mnode_t *node)
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c--, surf++) surf->cached_dlight = true;
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}
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// LordHavoc: function to force all lightmaps to be updated
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void
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R_ForceLightUpdate (void)
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@ -119,19 +122,16 @@ R_ForceLightUpdate (void)
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R_RecursiveLightUpdate (cl.worldmodel->nodes);
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}
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int dlightdivtable[8192];
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int dlightdivtableinitialized = 0;
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/*
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R_AddDynamicLights
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LordHavoc: completely rewrote this, relies on 64bit integer math...
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*/
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int dlightdivtable[8192];
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int dlightdivtableinitialized = 0;
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/*
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R_AddDynamicLights
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NOTE! LordHavoc was here, and it shows... (Mercury)
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*/
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void
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R_AddDynamicLights (msurface_t *surf)
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{
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@ -209,6 +209,7 @@ R_AddDynamicLights (msurface_t *surf)
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}
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}
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/*
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R_BuildLightMap
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@ -311,6 +312,7 @@ R_BuildLightMap (msurface_t *surf, byte * dest, int stride)
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}
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}
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/*
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R_TextureAnimation
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@ -354,6 +356,7 @@ extern int solidskytexture;
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extern int alphaskytexture;
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extern float speedscale; // for top sky and bottom sky
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void
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GL_UploadLightmap (int i, int x, int y, int w, int h)
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{
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@ -367,6 +370,7 @@ GL_UploadLightmap (int i, int x, int y, int w, int h)
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GL_UNSIGNED_BYTE, lightmaps[i]);
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}
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/*
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R_DrawSequentialPoly
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@ -436,9 +440,7 @@ R_DrawMultitexturePoly (msurface_t *s)
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glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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/*
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R_BlendLightmaps
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*/
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void
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R_BlendLightmaps (void)
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{
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@ -485,9 +487,6 @@ R_BlendLightmaps (void)
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glDepthMask (GL_TRUE); // back to normal Z buffering
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}
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/*
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R_RenderFullbrights
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*/
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void
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R_RenderFullbrights (void)
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@ -514,9 +513,7 @@ R_RenderFullbrights (void)
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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/*
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R_RenderBrushPoly
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*/
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void
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R_RenderBrushPoly (msurface_t *fa)
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{
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@ -586,6 +583,7 @@ R_RenderBrushPoly (msurface_t *fa)
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glColor3ubv (lighthalf_v);
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}
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void
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GL_WaterSurface (msurface_t *s)
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{
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@ -607,9 +605,7 @@ GL_WaterSurface (msurface_t *s)
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EmitWaterPolys (s);
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}
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/*
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R_DrawWaterSurfaces
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*/
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void
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R_DrawWaterSurfaces (void)
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{
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}
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/*
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DrawTextureChains
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*/
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void
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DrawTextureChains (void)
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{
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@ -673,9 +666,7 @@ DrawTextureChains (void)
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glEnable (GL_BLEND);
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}
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/*
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R_DrawBrushModel
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*/
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void
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R_DrawBrushModel (entity_t *e)
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{
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glPopMatrix ();
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}
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/*
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WORLD MODEL
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*/
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/*
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R_RecursiveWorldNode
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*/
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void
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R_RecursiveWorldNode (mnode_t *node)
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{
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}
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/*
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R_DrawWorld
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*/
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void
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R_DrawWorld (void)
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{
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}
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/*
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R_MarkLeaves
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*/
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void
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R_MarkLeaves (void)
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{
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}
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/*
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LIGHTMAP ALLOCATION
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*/
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// returns a texture number and the position inside it
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int
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AllocBlock (int w, int h, int *x, int *y)
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int nColinElim;
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/*
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BuildSurfaceDisplayList
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*/
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void
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BuildSurfaceDisplayList (msurface_t *fa)
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{
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}
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/*
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GL_CreateSurfaceLightmap
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*/
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void
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GL_CreateSurfaceLightmap (msurface_t *surf)
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{
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/*
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GL_BuildLightmaps
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Builds the lightmap texture
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with all the surfaces from all brush models
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Builds the lightmap texture with all the surfaces from all brush models
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*/
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void
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GL_BuildLightmaps (void)
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