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Avoid some unnecessary state changes.
Doesn't make much difference but it doesn't hurt.
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parent
ee1cb24e3d
commit
ef9e8d05c4
2 changed files with 21 additions and 27 deletions
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@ -151,36 +151,30 @@ static void
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R_RenderEntities (void)
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{
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entity_t *ent;
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int begun;
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if (!r_drawentities->int_val)
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return;
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#define RE_LOOP(type_name, Type) \
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do { \
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begun = 0; \
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for (ent = r_ent_queue; ent; ent = ent->next) { \
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if (ent->model->type != mod_##type_name) \
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continue; \
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if (!begun) { \
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glsl_R_##Type##Begin (); \
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begun = 1; \
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} \
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currententity = ent; \
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glsl_R_Draw##Type (); \
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} \
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if (begun) \
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glsl_R_##Type##End (); \
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} while (0)
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glsl_R_AliasBegin ();
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for (ent = r_ent_queue; ent; ent = ent->next) {
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if (ent->model->type != mod_alias)
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continue;
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currententity = ent;
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glsl_R_DrawAlias ();
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}
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glsl_R_AliasEnd ();
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glsl_R_IQMBegin ();
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for (ent = r_ent_queue; ent; ent = ent->next) {
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if (ent->model->type != mod_iqm)
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continue;
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currententity = ent;
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glsl_R_DrawIQM ();
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}
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glsl_R_IQMEnd ();
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glsl_R_SpriteBegin ();
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for (ent = r_ent_queue; ent; ent = ent->next) {
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if (ent->model->type != mod_sprite)
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continue;
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currententity = ent;
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glsl_R_DrawSprite ();
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}
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glsl_R_SpriteEnd ();
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RE_LOOP (alias, Alias);
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RE_LOOP (iqm, IQM);
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RE_LOOP (sprite, Sprite);
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}
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static void
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@ -1763,7 +1763,7 @@ draw_id_particles (void)
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void
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glsl_R_DrawParticles (void)
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{
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if (!r_particles->int_val)
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if (!r_particles->int_val || !numparticles)
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return;
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if (r_particles_style->int_val) {
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draw_qf_particles ();
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