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synced 2024-11-13 00:24:12 +00:00
enable the mirror code. no idea how well it works
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1 changed files with 24 additions and 21 deletions
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@ -1059,8 +1059,28 @@ R_Clear (void)
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glDepthRange (gldepthmin, gldepthmax);
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glDepthRange (gldepthmin, gldepthmax);
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}
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}
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void
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R_RenderScene (void)
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{
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R_SetupFrame ();
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R_SetFrustum ();
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R_SetupGL ();
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R_PushDlights (vec3_origin);
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R_MarkLeaves (); // done here so we know if we're in water
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R_DrawWorld (); // adds static entities to the list
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S_ExtraUpdate (); // don't let sound get messed up if going slow
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R_DrawEntitiesOnList ();
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R_RenderDlights ();
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}
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#if 0 // !!! FIXME, Zoid, mirror is disabled for now
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void
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void
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R_Mirror (void)
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R_Mirror (void)
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{
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{
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@ -1101,7 +1121,7 @@ R_Mirror (void)
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gldepthmin = 0;
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gldepthmin = 0;
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gldepthmax = 0.5;
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gldepthmax = 1;//XXX 0.5;
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glDepthRange (gldepthmin, gldepthmax);
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glDepthRange (gldepthmin, gldepthmax);
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glDepthFunc (GL_LEQUAL);
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glDepthFunc (GL_LEQUAL);
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@ -1123,7 +1143,6 @@ R_Mirror (void)
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cl.worldmodel->textures[mirrortexturenum]->texturechain = NULL;
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cl.worldmodel->textures[mirrortexturenum]->texturechain = NULL;
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glColor4f (1, 1, 1, 1);
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glColor4f (1, 1, 1, 1);
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}
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}
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#endif
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/*
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/*
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@ -1147,23 +1166,7 @@ R_RenderView (void)
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R_Clear ();
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R_Clear ();
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// render normal view
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// render normal view
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R_SetupFrame ();
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R_RenderScene ();
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R_SetFrustum ();
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R_SetupGL ();
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R_PushDlights (vec3_origin);
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R_MarkLeaves (); // done here so we know if we're in water
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R_DrawWorld (); // adds static entities to the list
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S_ExtraUpdate (); // don't let sound get messed up if going slow
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R_DrawEntitiesOnList ();
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R_RenderDlights ();
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R_DrawWaterSurfaces ();
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R_DrawWaterSurfaces ();
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@ -1174,5 +1177,5 @@ R_RenderView (void)
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R_DrawViewModel ();
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R_DrawViewModel ();
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// render mirror view
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// render mirror view
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// R_Mirror ();
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R_Mirror ();
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}
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}
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