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https://github.com/ReactionQuake3/reaction.git
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Fixing up v12 patch left-overs.
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parent
23fb28d4c9
commit
bbab825cf3
3 changed files with 12 additions and 18 deletions
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@ -40,7 +40,7 @@ int c_subdivisions;
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int c_gridVerts;
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//===============================================================================
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#if 0
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#if 1
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static void HSVtoRGB( float h, float s, float v, float rgb[3] )
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{
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int i;
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@ -90,7 +90,6 @@ static void HSVtoRGB( float h, float s, float v, float rgb[3] )
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break;
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}
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}
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*/
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/*
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===============
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R_ColorShiftLightingBytes
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@ -744,7 +743,7 @@ static void ParseTriSurf( dsurface_t *ds, drawVert_t *verts, msurface_t *surf, i
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}
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#endif
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#if 0
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#if 1
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/*
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===============
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ParseFlare
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@ -2796,9 +2795,6 @@ void R_MergeLeafSurfaces(void)
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}
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break;
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default:
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break;
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// never happens, but silences a compile warning
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default:
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break;
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@ -6,7 +6,7 @@ static void GLSL_Color4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a)
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{
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vec4_t clr;
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MAKERGBA(clr, r, g, b, a);
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GLSL_SetUniform_Color(glState.currentProgram, clr);
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GLSL_SetUniformVec4(glState.currentProgram, GENERIC_UNIFORM_COLOR, clr);
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}
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static void qglDefColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a)
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@ -60,7 +60,7 @@ static void tessEndQuads(void)
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if (glRefConfig.glsl && r_arb_shader_objects->integer)
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{
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GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
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GLSL_SetUniform_ModelViewProjectionMatrix(glState.currentProgram, glState.modelviewProjection);
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GLSL_SetUniformMatrix16(glState.currentProgram, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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}
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else
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{
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@ -424,16 +424,16 @@ void RB_FBO_Set2D(void)
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GLSL_BindProgram(sp);
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GLSL_SetUniform_ModelViewProjectionMatrix(sp, glState.modelviewProjection);
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GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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GLSL_SetUniform_FogAdjustColors(sp, 0);
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GLSL_SetUniform_DeformGen(sp, DGEN_NONE);
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GLSL_SetUniform_TCGen0(sp, TCGEN_TEXTURE);
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GLSL_SetUniformInt(sp, GENERIC_UNIFORM_FOGADJUSTCOLORS, 0);
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GLSL_SetUniformInt(sp, GENERIC_UNIFORM_DEFORMGEN, DGEN_NONE);
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GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TCGEN0, TCGEN_TEXTURE);
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Matrix16Identity(matrix);
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GLSL_SetUniform_Texture0Matrix(sp, matrix);
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GLSL_SetUniform_Texture1Env(sp, 0);
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GLSL_SetUniform_ColorGen(sp, CGEN_CONST);
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GLSL_SetUniform_AlphaGen(sp, AGEN_CONST);
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GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_TEXTURE0MATRIX, matrix);
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GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TEXTURE1ENV, 0);
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GLSL_SetUniformInt(sp, GENERIC_UNIFORM_COLORGEN, CGEN_CONST);
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GLSL_SetUniformInt(sp, GENERIC_UNIFORM_ALPHAGEN, AGEN_CONST);
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RB_Color4f = &GLSL_Color4f;
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}
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@ -1946,8 +1946,6 @@ static void ComputeColorMatrix( shaderStage_t *pStage, float *outmatrix, qboolea
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outmatrix[15] = 0.0f;
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}
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break;
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default:
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break;
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}
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//
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