remove some diff noise to ease merging

This commit is contained in:
Bill Currie 2001-05-11 06:11:17 +00:00
parent 8ce3fa5e8f
commit b775a6f308
2 changed files with 17 additions and 39 deletions

View file

@ -39,9 +39,7 @@ int r_dlightframecount;
/*
==================
R_AnimateLight
==================
R_AnimateLight
*/
void
R_AnimateLight (void)
@ -65,11 +63,7 @@ R_AnimateLight (void)
}
/*
=============================================================================
DYNAMIC LIGHTS BLEND RENDERING
=============================================================================
DYNAMIC LIGHTS BLEND RENDERING
*/
void
@ -110,8 +104,6 @@ void
R_RenderDlight (dlight_t *light)
{
int i, j;
// float a;
vec3_t v;
float rad;
float *bub_sin, *bub_cos;
@ -142,7 +134,7 @@ R_RenderDlight (dlight_t *light)
// a = i/16.0 * M_PI*2;
for (j = 0; j < 3; j++)
v[j] = light->origin[j] + (vright[j] * (*bub_cos) +
+vup[j] * (*bub_sin)) * rad;
vup[j] * (*bub_sin)) * rad;
bub_sin += 2;
bub_cos += 2;
glVertex3fv (v);
@ -151,9 +143,7 @@ R_RenderDlight (dlight_t *light)
}
/*
=============
R_RenderDlights
=============
R_RenderDlights
*/
void
R_RenderDlights (void)
@ -183,22 +173,16 @@ R_RenderDlights (void)
glDisable (GL_BLEND);
glEnable (GL_TEXTURE_2D);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask (1);
glDepthMask (GL_TRUE);
}
/*
=============================================================================
DYNAMIC LIGHTS
=============================================================================
DYNAMIC LIGHTS
*/
/*
=============
R_MarkLights
=============
R_MarkLights
*/
// LordHavoc: heavily modified, to eliminate unnecessary texture uploads,
// and support bmodel lighting better
@ -212,7 +196,7 @@ R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, mnode_t *node)
int i, j, s, t;
vec3_t impact;
loc0:
loc0:
if (node->contents < 0)
return;
@ -310,9 +294,7 @@ R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, mnode_t *node)
/*
=============
R_PushDlights
=============
R_PushDlights
*/
void
R_PushDlights (vec3_t entorigin)
@ -338,11 +320,7 @@ R_PushDlights (vec3_t entorigin)
/*
=============================================================================
LIGHT SAMPLING
=============================================================================
LIGHT SAMPLING
*/
mplane_t *lightplane;
@ -361,7 +339,7 @@ RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
int i;
mtexinfo_t *tex;
byte *lightmap;
unsigned scale;
unsigned int scale;
int maps;
if (node->contents < 0)
@ -389,7 +367,7 @@ RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
return r; // hit something
if ((back < 0) == side)
return -1; // didn't hit anuthing
return -1; // didn't hit anything
// check for impact on this node
VectorCopy (mid, lightspot);

View file

@ -1,7 +1,7 @@
/*
gl_rlight.c
(description)
@description@
Copyright (C) 1996-1997 Id Software, Inc.
@ -116,8 +116,8 @@ R_RenderDlight (dlight_t *light)
bub_sin = bubble_sintable;
bub_cos = bubble_costable;
rad = light->radius * 0.35;
VectorSubtract (light->origin, r_origin, v);
VectorSubtract (light->origin, r_origin, v);
if (Length (v) < rad) { // view is inside the dlight
return;
}
@ -126,7 +126,7 @@ R_RenderDlight (dlight_t *light)
if (lighthalf)
glColor3f (light->color[0] * 0.5, light->color[1] * 0.5,
light->color[2] * 0.5);
light->color[2] * 0.5);
else
glColor3fv (light->color);
@ -405,8 +405,8 @@ loc0:
#endif
/*
R_PushDlights
*/
R_PushDlights
*/
void
R_PushDlights (vec3_t entorigin)
{