mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-26 22:31:05 +00:00
glColor cleanup
This commit is contained in:
parent
e149094bd2
commit
d81d7fd02c
13 changed files with 63 additions and 124 deletions
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@ -1,5 +1,3 @@
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extern unsigned char lighthalf_v[3];
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extern struct cvar_s *cl_crossx;
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extern struct cvar_s *cl_crossy;
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extern struct cvar_s *cl_verstring;
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@ -66,6 +66,9 @@ extern struct cvar_s *r_clearcolor;
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extern int sintable[SIN_BUFFER_SIZE];
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extern int intsintable[SIN_BUFFER_SIZE];
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extern byte color_white[4];
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extern byte color_black[4];
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extern vec3_t vup, base_vup;
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extern vec3_t vpn, base_vpn;
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extern vec3_t vright, base_vright;
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@ -56,6 +56,7 @@
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#include "QF/GL/qf_vid.h"
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#include "r_cvar.h"
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#include "r_shared.h"
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#include "sbar.h"
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extern byte *vid_basepal;
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@ -71,6 +72,8 @@ static int translate_texture;
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static int char_texture;
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static int cs_texture; // crosshair texturea
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static byte color_0_8[4] = { 204, 204, 204, 255 };
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static byte cs_data[64] = {
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0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
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@ -372,7 +375,7 @@ Draw_Crosshair (int swap)
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qfglTexCoord2f (0, 1);
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qfglVertex2f (x - 4, y + 12);
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qfglEnd ();
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qfglColor3ubv (lighthalf_v);
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qfglColor3ubv (color_white);
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break;
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}
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}
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@ -412,7 +415,7 @@ Draw_SubPic (int x, int y, qpic_t *pic, int srcx, int srcy, int width,
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newtl = (float) srcy / (float) pic->height;
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newth = newtl + (float) height / (float) pic->height;
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qfglColor3f (0.8, 0.8, 0.8);
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qfglColor3ubv (color_0_8);
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qfglBindTexture (GL_TEXTURE_2D, gl->texnum);
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qfglBegin (GL_QUADS);
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qfglTexCoord2f (newsl, newtl);
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@ -424,7 +427,7 @@ Draw_SubPic (int x, int y, qpic_t *pic, int srcx, int srcy, int width,
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qfglTexCoord2f (newsl, newth);
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qfglVertex2f (x, y + height);
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qfglEnd ();
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qfglColor3ubv (lighthalf_v);
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qfglColor3ubv (color_white);
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}
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/*
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@ -462,7 +465,7 @@ Draw_TransPicTranslate (int x, int y, qpic_t *pic, byte * translation)
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
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qfglColor3f (0.8, 0.8, 0.8);
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qfglColor3ubv (color_0_8);
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qfglBegin (GL_QUADS);
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qfglTexCoord2f (0, 0);
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qfglVertex2f (x, y);
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@ -473,7 +476,7 @@ Draw_TransPicTranslate (int x, int y, qpic_t *pic, byte * translation)
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qfglTexCoord2f (0, 1);
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qfglVertex2f (x, y + pic->height);
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qfglEnd ();
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qfglColor3ubv (lighthalf_v);
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qfglColor3ubv (color_white);
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}
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/*
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@ -489,7 +492,7 @@ Draw_ConsoleBackground (int lines)
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qpic_t *conback;
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glpic_t *gl;
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float ofs;
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float alpha;
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byte alpha;
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// This can be a CachePic now, just like in software
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conback = Draw_CachePic ("gfx/conback.lmp", false);
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@ -520,13 +523,14 @@ Draw_ConsoleBackground (int lines)
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y = vid.height * scr_consize->value;
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if (!r_active || lines > y) {
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alpha = 1.0;
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alpha = 255;
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} else {
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// set up to draw alpha console
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alpha = (float) (gl_conalpha->value * lines) / y;
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alpha = 255 * (gl_conalpha->value * lines) / y;
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}
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qfglColor4f (0.8, 0.8, 0.8, alpha);
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color_0_8[3] = alpha;
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qfglColor4ubv (color_0_8);
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// draw the console texture
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qfglBindTexture (GL_TEXTURE_2D, gl->texnum);
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@ -542,8 +546,8 @@ Draw_ConsoleBackground (int lines)
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qfglEnd ();
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// turn off alpha blending
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if (alpha < 1.0) {
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qfglColor3f (0.8, 0.8, 0.8);
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if (alpha < 255) {
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qfglColor3ubv (color_0_8);
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}
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if (gl_conspin->value) {
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@ -554,7 +558,7 @@ Draw_ConsoleBackground (int lines)
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Draw_AltString (vid.conwidth - strlen (cl_verstring->string) * 8 - 11,
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lines - 14, cl_verstring->string);
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qfglColor3ubv (lighthalf_v);
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qfglColor3ubv (color_white);
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}
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/*
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@ -566,7 +570,7 @@ Draw_ConsoleBackground (int lines)
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void
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Draw_TileClear (int x, int y, int w, int h)
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{
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qfglColor3f (0.8, 0.8, 0.8);
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qfglColor3ubv (color_0_8);
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qfglBindTexture (GL_TEXTURE_2D, *(int *) draw_backtile->data);
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qfglBegin (GL_QUADS);
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qfglTexCoord2f (x / 64.0, y / 64.0);
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@ -578,7 +582,7 @@ Draw_TileClear (int x, int y, int w, int h)
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qfglTexCoord2f (x / 64.0, (y + h) / 64.0);
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qfglVertex2f (x, y + h);
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qfglEnd ();
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qfglColor3ubv (lighthalf_v);
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qfglColor3ubv (color_white);
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}
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/*
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@ -590,8 +594,7 @@ void
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Draw_Fill (int x, int y, int w, int h, int c)
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{
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qfglDisable (GL_TEXTURE_2D);
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qfglColor3f (vid_basepal[c * 3] / 255.0, vid_basepal[c * 3 + 1] / 255.0,
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vid_basepal[c * 3 + 2] / 255.0);
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qfglColor3ubv (vid_basepal + c * 3);
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qfglBegin (GL_QUADS);
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@ -601,7 +604,7 @@ Draw_Fill (int x, int y, int w, int h, int c)
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qfglVertex2f (x, y + h);
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qfglEnd ();
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qfglColor3ubv (lighthalf_v);
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qfglColor3ubv (color_white);
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qfglEnable (GL_TEXTURE_2D);
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}
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@ -618,7 +621,7 @@ Draw_FadeScreen (void)
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qfglVertex2f (0, vid.height);
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qfglEnd ();
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qfglColor3ubv (lighthalf_v);
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qfglColor3ubv (color_white);
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qfglEnable (GL_TEXTURE_2D);
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Sbar_Changed ();
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@ -666,5 +669,5 @@ GL_Set2D (void)
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qfglDisable (GL_DEPTH_TEST);
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qfglDisable (GL_CULL_FACE);
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qfglColor3ubv (lighthalf_v);
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qfglColor3ubv (color_white);
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}
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@ -81,7 +81,7 @@ R_DrawFire (fire_t *f)
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for (i = 0; i < 3; i++)
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vec[i] = f->origin[i] - vpn[i] * radius;
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qfglVertex3fv (vec);
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qfglColor3f (0.0, 0.0, 0.0);
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qfglColor3ubv (color_black);
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// don't panic, this just draws a bubble...
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for (i = 16; i >= 0; i--) {
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@ -98,7 +98,6 @@ R_DrawFire (fire_t *f)
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b_cos += 2;
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}
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qfglEnd ();
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qfglColor3ubv (lighthalf_v);
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}
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/*
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@ -127,6 +126,7 @@ R_UpdateFires (void)
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R_DrawFire (f);
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}
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qfglColor3ubv (color_white);
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qfglEnable (GL_TEXTURE_2D);
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qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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qfglDepthMask (GL_TRUE);
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@ -112,7 +112,7 @@ R_RenderDlight (dlight_t *light)
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v[i] = light->origin[i] + v[i] * rad;
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qfglVertex3fv (v);
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qfglColor3f (0, 0, 0);
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qfglColor3ubv (color_black);
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for (i = 16; i >= 0; i--) {
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for (j = 0; j < 3; j++)
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@ -149,7 +149,7 @@ R_RenderDlights (void)
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if (!gl_dlight_smooth->int_val)
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qfglShadeModel (GL_FLAT);
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qfglColor3ubv (lighthalf_v);
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qfglColor3ubv (color_white);
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qfglEnable (GL_TEXTURE_2D);
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qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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qfglDepthMask (GL_TRUE);
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@ -724,6 +724,6 @@ R_DrawParticles (void)
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}
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numparticles = activeparticles;
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qfglColor3ubv (lighthalf_v);
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qfglColor3ubv (color_white);
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qfglDepthMask (GL_TRUE);
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}
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@ -138,7 +138,5 @@ R_LineGraph (int x, int y, int *h_vals, int count)
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qfglVertex2f (x, y - s);
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qfglEnd ();
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qfglColor3ubv (lighthalf_v);
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graph_index = (graph_index + 1) % NUM_GRAPH_TEXTURES;
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}
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@ -266,7 +266,8 @@ GL_DrawAliasFrame (vert_order_t *vo, qboolean fb)
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qfglDepthMask (GL_FALSE);
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if (fb) {
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qfglColor4f (1, 1, 1, modelalpha);
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color_white[3] = modelalpha * 255;
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qfglColor4ubv (color_white);
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}
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while ((count = *order++)) {
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@ -302,7 +303,6 @@ GL_DrawAliasFrame (vert_order_t *vo, qboolean fb)
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if (modelalpha != 1.0)
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qfglDepthMask (GL_TRUE);
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qfglColor3ubv (lighthalf_v);
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}
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extern vec3_t lightspot;
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@ -701,7 +701,8 @@ R_DrawAliasModel (entity_t *e, qboolean cull)
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R_RotateForEntity (e);
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qfglDisable (GL_TEXTURE_2D);
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qfglColor4f (0, 0, 0, 0.5);
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color_black[3] = 128;
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qfglColor4ubv (color_black);
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if (gl_lerp_anim->int_val) {
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GL_DrawAliasBlendedShadow (paliashdr, lastposenum0, lastposenum,
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@ -711,7 +712,6 @@ R_DrawAliasModel (entity_t *e, qboolean cull)
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}
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qfglEnable (GL_TEXTURE_2D);
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qfglColor3ubv (lighthalf_v);
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qfglPopMatrix ();
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}
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}
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@ -783,6 +783,7 @@ R_DrawEntitiesOnList (void)
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R_DrawAliasModel (currententity, true);
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}
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qfglColor3ubv (color_white);
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for (i = 0; i < r_numvisedicts; i++) {
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if (r_visedicts[i]->model->type != mod_sprite)
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@ -812,6 +813,7 @@ R_DrawViewModel (void)
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qfglDepthRange (gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin));
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R_DrawAliasModel (currententity, false);
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qfglDepthRange (gldepthmin, gldepthmax);
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qfglColor3ubv (color_white);
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}
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static int
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@ -1012,12 +1014,6 @@ R_RenderScene (void)
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R_DrawEntitiesOnList ();
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R_RenderDlights ();
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if (r_timegraph->int_val)
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R_TimeGraph ();
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if (r_zgraph->int_val)
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R_ZGraph ();
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}
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void R_RenderBrushPoly (msurface_t *fa);
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@ -1074,12 +1070,13 @@ R_Mirror (void)
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qfglLoadMatrixf (r_base_world_matrix);
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qfglColor4f (1, 1, 1, r_mirroralpha->value);
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color_white[2] = r_mirroralpha->value * 255;
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qfglColor4ubv (color_white);
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s = r_worldentity.model->textures[mirrortexturenum]->texturechain;
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for (; s; s = s->texturechain)
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R_RenderBrushPoly (s);
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r_worldentity.model->textures[mirrortexturenum]->texturechain = NULL;
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qfglColor4f (1, 1, 1, 1);
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qfglColor3ubv (color_white);
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}
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/*
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@ -1115,6 +1112,12 @@ R_RenderView (void)
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// render mirror view
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R_Mirror ();
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if (r_timegraph->int_val)
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R_TimeGraph ();
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if (r_zgraph->int_val)
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R_ZGraph ();
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}
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#if 0
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@ -381,7 +381,6 @@ R_DrawMultitexturePoly (msurface_t *s)
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i = s->lightmaptexturenum;
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qfglColor3f (1, 1, 1);
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// Binds world to texture env 0
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qglActiveTexture (gl_mtex_enum + 0);
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qfglBindTexture (GL_TEXTURE_2D, texture->gl_texturenum);
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@ -428,7 +427,6 @@ R_DrawMultitexturePoly (msurface_t *s)
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s->polys->fb_chain = fullbright_polys[texture->gl_fb_texturenum];
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fullbright_polys[texture->gl_fb_texturenum] = s->polys;
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}
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qfglColor3ubv (lighthalf_v);
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qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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@ -443,8 +441,6 @@ R_BlendLightmaps (void)
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qfglBlendFunc (GL_DST_COLOR, GL_SRC_COLOR);
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qfglColor3f (1, 1, 1);
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for (i = 0; i < MAX_LIGHTMAPS; i++) {
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p = lightmap_polys[i];
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if (!p)
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@ -469,7 +465,6 @@ R_BlendLightmaps (void)
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}
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// Return to normal blending --KB
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qfglColor3ubv (lighthalf_v);
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qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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qfglDepthMask (GL_TRUE); // back to normal Z buffering
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@ -512,7 +507,6 @@ R_RenderBrushPoly (msurface_t *fa)
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c_brush_polys++;
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qfglColor3f (1, 1, 1);
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qfglBindTexture (GL_TEXTURE_2D, texture->gl_texturenum);
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qfglBegin (GL_POLYGON);
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@ -564,7 +558,6 @@ R_RenderBrushPoly (msurface_t *fa)
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R_BuildLightMap (fa, base, BLOCK_WIDTH * lightmap_bytes);
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}
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}
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qfglColor3ubv (lighthalf_v);
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}
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void
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@ -576,9 +569,10 @@ GL_WaterSurface (msurface_t *s)
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qfglBindTexture (GL_TEXTURE_2D, i);
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if (r_wateralpha->value < 1.0) {
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qfglDepthMask (GL_FALSE);
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qfglColor4f (1, 1, 1, r_wateralpha->value);
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color_white[3] = r_wateralpha->value * 255;
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qfglColor4ubv (color_white);
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EmitWaterPolys (s);
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qfglColor3ubv (lighthalf_v);
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qfglColor3ubv (color_white);
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qfglDepthMask (GL_TRUE);
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} else
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EmitWaterPolys (s);
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@ -598,7 +592,8 @@ R_DrawWaterSurfaces (void)
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if (r_wateralpha->value < 1.0) {
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qfglDepthMask (GL_FALSE);
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qfglColor4f (1, 1, 1, r_wateralpha->value);
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color_white[3] = r_wateralpha->value * 255;
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qfglColor4ubv (color_white);
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}
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i = -1;
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@ -614,7 +609,7 @@ R_DrawWaterSurfaces (void)
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if (r_wateralpha->value < 1.0) {
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qfglDepthMask (GL_TRUE);
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qfglColor3ubv (lighthalf_v);
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qfglColor3ubv (color_white);
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}
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}
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@ -710,11 +705,6 @@ R_DrawBrushModel (entity_t *e)
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// draw texture
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for (i = 0; i < clmodel->nummodelsurfaces; i++, psurf++) {
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/* FIXME: Not in qw?
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if (psurf->flags & SURF_DRAWSKY)
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return;
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*/
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// find which side of the node we are on
|
||||
pplane = psurf->plane;
|
||||
|
||||
|
|
|
@ -877,7 +877,7 @@ SCR_UpdateScreen (double realtime, SCR_Func *scr_funcs, int swap)
|
|||
qfglVertex2f (0, vid.height);
|
||||
|
||||
qfglEnd ();
|
||||
qfglColor3ubv (lighthalf_v);
|
||||
qfglColor3ubv (color_white);
|
||||
}
|
||||
|
||||
qfglEnable (GL_TEXTURE_2D);
|
||||
|
|
|
@ -47,8 +47,9 @@
|
|||
#include "QF/GL/qf_sky.h"
|
||||
#include "QF/GL/qf_vid.h"
|
||||
|
||||
#include "view.h"
|
||||
#include "r_cvar.h"
|
||||
#include "r_shared.h"
|
||||
#include "view.h"
|
||||
|
||||
extern qboolean skyloaded;
|
||||
extern vec5_t skyvec[6][4];
|
||||
|
@ -672,7 +673,7 @@ R_DrawSkyChain (msurface_t *sky_chain)
|
|||
if (gl_sky_clip->int_val > 2) {
|
||||
qfglDisable (GL_BLEND);
|
||||
qfglDisable (GL_TEXTURE_2D);
|
||||
qfglColor3f (0, 0, 0);
|
||||
qfglColor3ubv (color_black);
|
||||
while (sc) {
|
||||
glpoly_t *p = sc->polys;
|
||||
|
||||
|
@ -684,6 +685,7 @@ R_DrawSkyChain (msurface_t *sky_chain)
|
|||
}
|
||||
qfglEnable (GL_TEXTURE_2D);
|
||||
qfglEnable (GL_BLEND);
|
||||
qfglColor3ubv (color_white);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -704,7 +706,7 @@ R_DrawSkyChain (msurface_t *sky_chain)
|
|||
// clipped
|
||||
qfglDisable (GL_BLEND);
|
||||
qfglDisable (GL_TEXTURE_2D);
|
||||
qfglColor3f (0, 0, 0);
|
||||
qfglColor3ubv (color_black);
|
||||
while (sc) {
|
||||
glpoly_t *p = sc->polys;
|
||||
|
||||
|
@ -716,10 +718,12 @@ R_DrawSkyChain (msurface_t *sky_chain)
|
|||
}
|
||||
qfglEnable (GL_TEXTURE_2D);
|
||||
qfglEnable (GL_BLEND);
|
||||
qfglColor3ubv (color_white);
|
||||
}
|
||||
#if 0
|
||||
// seems to work, but this is the wrong place to do it.
|
||||
qfglColor4f (1,1,1,0);
|
||||
color_white[3] = 0;
|
||||
qfglColor4ubv (color_white);
|
||||
sc = sky_chain;
|
||||
while (sc) {
|
||||
glpoly_t *p = sc->polys;
|
||||
|
@ -735,66 +739,5 @@ R_DrawSkyChain (msurface_t *sky_chain)
|
|||
}
|
||||
sc = sc->texturechain;
|
||||
}
|
||||
#endif
|
||||
qfglColor3ubv (lighthalf_v);
|
||||
#if 0
|
||||
qfglDisable (GL_TEXTURE_2D);
|
||||
sc = sky_chain;
|
||||
qfglColor3f (1, 1, 1);
|
||||
while (sc) {
|
||||
glpoly_t *p = sc->polys;
|
||||
|
||||
while (p) {
|
||||
int i;
|
||||
|
||||
qfglBegin (GL_LINE_LOOP);
|
||||
for (i = 0; i < p->numverts; i++) {
|
||||
qfglVertex3fv (p->verts[i]);
|
||||
}
|
||||
qfglEnd ();
|
||||
p = p->next;
|
||||
}
|
||||
sc = sc->texturechain;
|
||||
}
|
||||
sc = sky_chain;
|
||||
qfglColor3f (0, 1, 0);
|
||||
qfglBegin (GL_POINTS);
|
||||
while (sc) {
|
||||
glpoly_t *p = sc->polys;
|
||||
|
||||
while (p) {
|
||||
int i;
|
||||
vec3_t x, c = { 0, 0, 0 };
|
||||
|
||||
for (i = 0; i < p->numverts; i++) {
|
||||
VectorSubtract (p->verts[i], r_refdef.vieworg, x);
|
||||
VectorAdd (x, c, c);
|
||||
}
|
||||
VectorScale (c, 1.0 / p->numverts, c);
|
||||
VectorAdd (c, r_refdef.vieworg, c);
|
||||
qfglVertex3fv (c);
|
||||
p = p->next;
|
||||
}
|
||||
sc = sc->texturechain;
|
||||
}
|
||||
qfglEnd ();
|
||||
if (skyloaded) {
|
||||
int i, j;
|
||||
|
||||
qfglColor3f (1, 0, 0);
|
||||
for (i = 0; i < 6; i++) {
|
||||
vec3_t v;
|
||||
|
||||
qfglBegin (GL_LINE_LOOP);
|
||||
for (j = 0; j < 4; j++) {
|
||||
memcpy (v, &skyvec[i][j][2], sizeof (v));
|
||||
VectorAdd (v, r_refdef.vieworg, v);
|
||||
qfglVertex3fv (v);
|
||||
}
|
||||
qfglEnd ();
|
||||
}
|
||||
}
|
||||
qfglColor3ubv (lighthalf_v);
|
||||
qfglEnable (GL_TEXTURE_2D);
|
||||
#endif
|
||||
}
|
||||
|
|
|
@ -123,8 +123,6 @@ cvar_t *scr_showram;
|
|||
cvar_t *scr_showturtle;
|
||||
cvar_t *scr_viewsize;
|
||||
|
||||
unsigned char lighthalf_v[3] = {255, 255, 255};
|
||||
|
||||
|
||||
void
|
||||
R_Init_Cvars (void)
|
||||
|
|
|
@ -29,6 +29,9 @@ int r_lineadj;
|
|||
qboolean r_active;
|
||||
float r_time1;
|
||||
|
||||
byte color_white[4] = { 255, 255, 255, 0 }; // alpha will be explicitly set
|
||||
byte color_black[4] = { 0, 0, 0, 0 }; // alpha will be explicitly set
|
||||
|
||||
fire_t r_fires[MAX_FIRES];
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue