mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-13 16:37:30 +00:00
9cd16b8dfd
My changes: Emit normals if truform is enabled. Attempt to avoid 0,0,0 normals (makes lighting & tesselation unhappy). Fix some (ancient) apparent bugs in GetAliasFrameVerts16(). Clamp minlight, instead of adding it. Apply colormod as glColor, rather than adding it to emission, to prevent QSG2 issues with fullbrights. Rearrange init code, and don't go quite as wild with responsiveness to lights. Material & lightmode settings will need tweaking & testing to work well on all cards. Feedback needed there.
58 lines
1.6 KiB
C
58 lines
1.6 KiB
C
/*
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gl_textures.h
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GL texture stuff from the renderer.
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifndef __QF_GL_vid_h
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#define __QF_GL_vid_h
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#include "QF/qtypes.h"
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#include "QF/GL/types.h"
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#include "QF/GL/extensions.h"
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// Multitexturing
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extern QF_glActiveTexture qglActiveTexture;
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extern QF_glMultiTexCoord2f qglMultiTexCoord2f;
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extern QF_glMultiTexCoord2fv qglMultiTexCoord2fv;
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extern int gl_mtex_active_tmus;
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extern qboolean gl_mtex_capable;
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extern qboolean gl_mtex_fullbright;
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extern GLenum gl_mtex_enum;
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extern qboolean gl_combine_capable;
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extern float rgb_scale;
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extern int texture_extension_number;
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extern qboolean gl_feature_mach64;
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extern float gldepthmin, gldepthmax;
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extern int use_bgra;
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extern int tess;
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extern int gl_max_lights;
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void GL_EndRendering (void);
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void GL_BeginRendering (int *x, int *y, int *width, int *height);
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#endif // __QF_GL_vid_h
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