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

View file

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

View file

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