Clean up global symbols for the glsl renderer.

Where possible, symbols have been made static, prefixed with glsl_/GLSL_ or
moved into the code shared by all renderers. This will make doing plugins
easier but done now for link testing. The moving was done via the gl
commit.
This commit is contained in:
Bill Currie 2012-02-17 18:57:13 +09:00
parent 447ff2f2f5
commit ef37ed39a9
14 changed files with 196 additions and 198 deletions

View file

@ -61,12 +61,12 @@ glsl_sprite_clear (model_t *m)
for (i = 0; i < sprite->numframes; i++) {
if (sprite->frames[i].type == SPR_SINGLE) {
frame = sprite->frames[i].frameptr;
GL_ReleaseTexture (frame->gl_texturenum);
GLSL_ReleaseTexture (frame->gl_texturenum);
} else {
group = (mspritegroup_t *) sprite->frames[i].frameptr;
for (j = 0; j < group->numframes; j++) {
frame = group->frames[j];
GL_ReleaseTexture (frame->gl_texturenum);
GLSL_ReleaseTexture (frame->gl_texturenum);
}
}
}
@ -80,6 +80,6 @@ Mod_SpriteLoadTexture (mspriteframe_t *pspriteframe, int framenum)
loadmodel->clear = glsl_sprite_clear;
name = va ("%s_%i", loadmodel->name, framenum);
pspriteframe->gl_texturenum =
GL_LoadQuakeTexture (name, pspriteframe->width, pspriteframe->height,
pspriteframe->pixels);
GLSL_LoadQuakeTexture (name, pspriteframe->width, pspriteframe->height,
pspriteframe->pixels);
}