quakeforge/libs/models/gl_model_fullbright.c
Bill Currie 49a85718f8 total nukage of Con_*Printf calls from libs (except for video). Sys_*Printf
(Sys_DPrintf is new) is now used exclusively for all lib printing. Con_Init
sets the sys printf recirection to Con_Print (which has been revamped
appropriatly) and the server sets it to SV_Print (which was SV_Printf and
the new SV_Printf calls /it/). This should fix the rcon print redirection
issues.
2001-09-21 04:22:46 +00:00

80 lines
1.7 KiB
C

/*
gl_model_fullbright.c
model loading and caching
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
// models are the only shared resource between a client and server running
// on the same machine.
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <stdlib.h>
#include "QF/GL/qf_textures.h"
#include "QF/checksum.h"
#include "QF/qendian.h"
#include "QF/sys.h"
#include "r_local.h"
int
Mod_CalcFullbright (byte *in, byte *out, int pixels)
{
int fb = 0;
while (pixels--) {
if (*in >= 256 - 32) {
fb = 1;
*out++ = *in++;
} else {
*out++ = 255;
in++;
}
}
return fb;
}
int
Mod_Fullbright (byte * skin, int width, int height, char *name)
{
int pixels;
int texnum = 0;
byte *ptexels;
// Check for fullbright pixels..
pixels = width * height;
// ptexels = Hunk_Alloc(s);
ptexels = malloc (pixels);
if (Mod_CalcFullbright (skin, ptexels, pixels)) {
Sys_DPrintf ("FB Model ID: '%s'\n", name);
texnum = GL_LoadTexture (name, width, height, ptexels, true, true, 1);
}
free (ptexels);
return texnum;
}