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remove some diff noise to ease merging
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8ce3fa5e8f
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2 changed files with 17 additions and 39 deletions
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@ -39,9 +39,7 @@ int r_dlightframecount;
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/*
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==================
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R_AnimateLight
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==================
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R_AnimateLight
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*/
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void
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R_AnimateLight (void)
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@ -65,11 +63,7 @@ R_AnimateLight (void)
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}
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/*
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=============================================================================
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DYNAMIC LIGHTS BLEND RENDERING
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=============================================================================
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DYNAMIC LIGHTS BLEND RENDERING
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*/
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void
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@ -110,8 +104,6 @@ void
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R_RenderDlight (dlight_t *light)
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{
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int i, j;
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// float a;
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vec3_t v;
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float rad;
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float *bub_sin, *bub_cos;
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@ -142,7 +134,7 @@ R_RenderDlight (dlight_t *light)
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// a = i/16.0 * M_PI*2;
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for (j = 0; j < 3; j++)
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v[j] = light->origin[j] + (vright[j] * (*bub_cos) +
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+vup[j] * (*bub_sin)) * rad;
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vup[j] * (*bub_sin)) * rad;
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bub_sin += 2;
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bub_cos += 2;
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glVertex3fv (v);
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@ -151,9 +143,7 @@ R_RenderDlight (dlight_t *light)
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}
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/*
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=============
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R_RenderDlights
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=============
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R_RenderDlights
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*/
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void
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R_RenderDlights (void)
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@ -183,22 +173,16 @@ R_RenderDlights (void)
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glDisable (GL_BLEND);
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glEnable (GL_TEXTURE_2D);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask (1);
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glDepthMask (GL_TRUE);
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}
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/*
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=============================================================================
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DYNAMIC LIGHTS
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=============================================================================
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DYNAMIC LIGHTS
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*/
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/*
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=============
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R_MarkLights
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=============
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R_MarkLights
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*/
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// LordHavoc: heavily modified, to eliminate unnecessary texture uploads,
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// and support bmodel lighting better
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@ -212,7 +196,7 @@ R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, mnode_t *node)
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int i, j, s, t;
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vec3_t impact;
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loc0:
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loc0:
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if (node->contents < 0)
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return;
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@ -310,9 +294,7 @@ R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, mnode_t *node)
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/*
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=============
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R_PushDlights
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=============
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R_PushDlights
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*/
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void
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R_PushDlights (vec3_t entorigin)
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@ -338,11 +320,7 @@ R_PushDlights (vec3_t entorigin)
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/*
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=============================================================================
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LIGHT SAMPLING
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=============================================================================
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LIGHT SAMPLING
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*/
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mplane_t *lightplane;
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@ -361,7 +339,7 @@ RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
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int i;
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mtexinfo_t *tex;
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byte *lightmap;
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unsigned scale;
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unsigned int scale;
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int maps;
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if (node->contents < 0)
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@ -389,7 +367,7 @@ RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
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return r; // hit something
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if ((back < 0) == side)
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return -1; // didn't hit anuthing
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return -1; // didn't hit anything
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// check for impact on this node
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VectorCopy (mid, lightspot);
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@ -1,7 +1,7 @@
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/*
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gl_rlight.c
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(description)
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@description@
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Copyright (C) 1996-1997 Id Software, Inc.
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@ -116,8 +116,8 @@ R_RenderDlight (dlight_t *light)
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bub_sin = bubble_sintable;
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bub_cos = bubble_costable;
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rad = light->radius * 0.35;
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VectorSubtract (light->origin, r_origin, v);
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VectorSubtract (light->origin, r_origin, v);
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if (Length (v) < rad) { // view is inside the dlight
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return;
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}
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@ -126,7 +126,7 @@ R_RenderDlight (dlight_t *light)
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if (lighthalf)
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glColor3f (light->color[0] * 0.5, light->color[1] * 0.5,
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light->color[2] * 0.5);
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light->color[2] * 0.5);
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else
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glColor3fv (light->color);
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@ -405,8 +405,8 @@ loc0:
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#endif
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/*
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R_PushDlights
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*/
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R_PushDlights
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*/
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void
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R_PushDlights (vec3_t entorigin)
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{
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