Fixing up v12 patch left-overs.

This commit is contained in:
Andrei Drexler 2011-03-31 19:57:38 +00:00
parent 23fb28d4c9
commit bbab825cf3
3 changed files with 12 additions and 18 deletions

View file

@ -40,7 +40,7 @@ int c_subdivisions;
int c_gridVerts;
//===============================================================================
#if 0
#if 1
static void HSVtoRGB( float h, float s, float v, float rgb[3] )
{
int i;
@ -90,7 +90,6 @@ static void HSVtoRGB( float h, float s, float v, float rgb[3] )
break;
}
}
*/
/*
===============
R_ColorShiftLightingBytes
@ -744,7 +743,7 @@ static void ParseTriSurf( dsurface_t *ds, drawVert_t *verts, msurface_t *surf, i
}
#endif
#if 0
#if 1
/*
===============
ParseFlare
@ -2796,9 +2795,6 @@ void R_MergeLeafSurfaces(void)
}
break;
default:
break;
// never happens, but silences a compile warning
default:
break;

View file

@ -6,7 +6,7 @@ static void GLSL_Color4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a)
{
vec4_t clr;
MAKERGBA(clr, r, g, b, a);
GLSL_SetUniform_Color(glState.currentProgram, clr);
GLSL_SetUniformVec4(glState.currentProgram, GENERIC_UNIFORM_COLOR, clr);
}
static void qglDefColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a)
@ -60,7 +60,7 @@ static void tessEndQuads(void)
if (glRefConfig.glsl && r_arb_shader_objects->integer)
{
GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
GLSL_SetUniform_ModelViewProjectionMatrix(glState.currentProgram, glState.modelviewProjection);
GLSL_SetUniformMatrix16(glState.currentProgram, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
}
else
{
@ -424,16 +424,16 @@ void RB_FBO_Set2D(void)
GLSL_BindProgram(sp);
GLSL_SetUniform_ModelViewProjectionMatrix(sp, glState.modelviewProjection);
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
GLSL_SetUniform_FogAdjustColors(sp, 0);
GLSL_SetUniform_DeformGen(sp, DGEN_NONE);
GLSL_SetUniform_TCGen0(sp, TCGEN_TEXTURE);
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_FOGADJUSTCOLORS, 0);
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_DEFORMGEN, DGEN_NONE);
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TCGEN0, TCGEN_TEXTURE);
Matrix16Identity(matrix);
GLSL_SetUniform_Texture0Matrix(sp, matrix);
GLSL_SetUniform_Texture1Env(sp, 0);
GLSL_SetUniform_ColorGen(sp, CGEN_CONST);
GLSL_SetUniform_AlphaGen(sp, AGEN_CONST);
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_TEXTURE0MATRIX, matrix);
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TEXTURE1ENV, 0);
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_COLORGEN, CGEN_CONST);
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_ALPHAGEN, AGEN_CONST);
RB_Color4f = &GLSL_Color4f;
}

View file

@ -1946,8 +1946,6 @@ static void ComputeColorMatrix( shaderStage_t *pStage, float *outmatrix, qboolea
outmatrix[15] = 0.0f;
}
break;
default:
break;
}
//