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Whitespace.
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1 changed files with 32 additions and 22 deletions
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@ -233,28 +233,40 @@ set_vertex (struct box_def *box, int face, int ind, vec3_t v)
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VectorAdd (v, r_refdef.vieworg, box->face[face].poly.verts[ind]);
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switch (face) {
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case 0:
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box->face[face].poly.verts[ind][3] = (1024 - v[1] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][4] = (1024 - v[2] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][3] = (1024 - v[1] + 4) *
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(1 / BOX_WIDTH);
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box->face[face].poly.verts[ind][4] = (1024 - v[2] + 4) *
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(1 / BOX_WIDTH);
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break;
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case 1:
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box->face[face].poly.verts[ind][3] = (1024 + v[0] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][4] = (1024 - v[2] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][3] = (1024 + v[0] + 4) *
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(1 / BOX_WIDTH);
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box->face[face].poly.verts[ind][4] = (1024 - v[2] + 4) *
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(1 / BOX_WIDTH);
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break;
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case 2:
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box->face[face].poly.verts[ind][3] = (1024 + v[0] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][4] = (1024 + v[1] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][3] = (1024 + v[0] + 4) *
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(1 / BOX_WIDTH);
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box->face[face].poly.verts[ind][4] = (1024 + v[1] + 4) *
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(1 / BOX_WIDTH);
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break;
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case 3:
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box->face[face].poly.verts[ind][3] = (1024 + v[1] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][4] = (1024 - v[2] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][3] = (1024 + v[1] + 4) *
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(1 / BOX_WIDTH);
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box->face[face].poly.verts[ind][4] = (1024 - v[2] + 4) *
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(1 / BOX_WIDTH);
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break;
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case 4:
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box->face[face].poly.verts[ind][3] = (1024 - v[0] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][4] = (1024 - v[2] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][3] = (1024 - v[0] + 4) *
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(1 / BOX_WIDTH);
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box->face[face].poly.verts[ind][4] = (1024 - v[2] + 4) *
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(1 / BOX_WIDTH);
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break;
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case 5:
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box->face[face].poly.verts[ind][3] = (1024 + v[0] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][4] = (1024 - v[1] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][3] = (1024 + v[0] + 4) *
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(1 / BOX_WIDTH);
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box->face[face].poly.verts[ind][4] = (1024 - v[1] + 4) *
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(1 / BOX_WIDTH);
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break;
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}
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}
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@ -288,7 +300,8 @@ insert_cube_vertices (struct box_def *box, struct visit_def visit, int count,
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#ifdef __BORLANDC__
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// This is fix for borland alloca "feature" which fails to restore stack
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// correcly if calling function doesn't have any references to local variables.
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// correctly if calling function doesn't have any references to local
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// variables.
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char dummy[5];
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dummy[0]=0;
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@ -304,13 +317,12 @@ insert_cube_vertices (struct box_def *box, struct visit_def visit, int count,
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if (ind == box->face[face].poly.numverts) {
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// the vertex the sky poly left this cube fase through is very
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// conveniently the last vertex of the face poly. this means we
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// can just append the vetexen
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// conveniently the last vertex of the face poly. this means we can
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// just append the vetexen
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for (i = 0; i < count; i++)
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add_vertex (box, face, *v[i]);
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} else {
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// we have to insert the cube vertices into the face poly
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// vertex list
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// we have to insert the cube vertices into the face poly vertex list
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glpoly_t *p = &box->face[face].poly;
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int c = p->numverts - ind;
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const int vert_size = sizeof (p->verts[0]);
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@ -413,8 +425,7 @@ process_corners (struct box_def *box)
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int sum, diff;
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vec3_t v[4];
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sum =
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visit[0].face + visit[1].face + visit[2].face +
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sum = visit[0].face + visit[1].face + visit[2].face +
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visit[3].face;
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diff = visit[1].face - visit[0].face;
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sum %= 3;
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@ -474,7 +485,6 @@ process_corners (struct box_def *box)
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insert_cube_vertices (box, visit[i], 1, v);
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insert_cube_vertices (box, visit[(i + 1) % 5], 1, v);
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insert_cube_vertices (box, visit[(i + 4) % 5], 1, v);
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} else {
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// 3 vertices
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unsigned int sel =
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@ -731,7 +741,7 @@ R_DrawSkyChain (msurface_t *sky_chain)
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} else if (gl_sky_clip->int_val == 2) {
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float speedscale;
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speedscale = r_realtime*8;
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speedscale = r_realtime * 8;
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speedscale -= (int)speedscale & ~127 ;
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qfglBindTexture (GL_TEXTURE_2D, solidskytexture);
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@ -743,7 +753,7 @@ R_DrawSkyChain (msurface_t *sky_chain)
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if (gl_skymultipass->int_val) {
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sc = sky_chain;
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speedscale = r_realtime*16;
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speedscale = r_realtime * 16;
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speedscale -= (int)speedscale & ~127 ;
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qfglBindTexture (GL_TEXTURE_2D, alphaskytexture);
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