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https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2024-12-29 05:41:02 +00:00
fix buildbot
This commit is contained in:
parent
5c399b0944
commit
1de35b9076
1 changed files with 14 additions and 17 deletions
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@ -515,7 +515,7 @@ static GLuint gl_currentshaderprogram = 0;
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static GLuint gl_shaderprograms[MAXSHADERPROGRAMS];
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static GLuint gl_shaderprograms[MAXSHADERPROGRAMS];
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typedef GLuint (APIENTRY *PFNglCreateShader) (GLenum);
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typedef GLuint (APIENTRY *PFNglCreateShader) (GLenum);
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typedef void (APIENTRY *PFNglShaderSource) (GLuint, GLsizei, GLchar**, GLint*);
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typedef void (APIENTRY *PFNglShaderSource) (GLuint, GLsizei, const GLchar**, GLint*);
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typedef void (APIENTRY *PFNglCompileShader) (GLuint);
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typedef void (APIENTRY *PFNglCompileShader) (GLuint);
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typedef void (APIENTRY *PFNglGetShaderiv) (GLuint, GLenum, GLint*);
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typedef void (APIENTRY *PFNglGetShaderiv) (GLuint, GLenum, GLint*);
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typedef void (APIENTRY *PFNglDeleteShader) (GLuint);
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typedef void (APIENTRY *PFNglDeleteShader) (GLuint);
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@ -532,7 +532,7 @@ typedef void (APIENTRY *PFNglUniform4f) (GLint, GLfloat, GLfloat, GLfloat, GL
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typedef void (APIENTRY *PFNglUniform1fv) (GLint, GLsizei, const GLfloat*);
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typedef void (APIENTRY *PFNglUniform1fv) (GLint, GLsizei, const GLfloat*);
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typedef void (APIENTRY *PFNglUniform2fv) (GLint, GLsizei, const GLfloat*);
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typedef void (APIENTRY *PFNglUniform2fv) (GLint, GLsizei, const GLfloat*);
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typedef void (APIENTRY *PFNglUniform3fv) (GLint, GLsizei, const GLfloat*);
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typedef void (APIENTRY *PFNglUniform3fv) (GLint, GLsizei, const GLfloat*);
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typedef GLint (APIENTRY *PFNglGetUniformLocation) (GLuint, GLchar*);
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typedef GLint (APIENTRY *PFNglGetUniformLocation) (GLuint, const GLchar*);
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static PFNglCreateShader pglCreateShader;
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static PFNglCreateShader pglCreateShader;
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static PFNglShaderSource pglShaderSource;
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static PFNglShaderSource pglShaderSource;
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@ -602,7 +602,7 @@ static PFNglGetUniformLocation pglGetUniformLocation;
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"}\n" \
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"}\n" \
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"}\0"
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"}\0"
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static char *fragment_shaders[] = {
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static const char *fragment_shaders[] = {
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// Default shader
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// Default shader
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"uniform sampler2D tex;\n"
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"uniform sampler2D tex;\n"
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"uniform vec4 mix_color;\n"
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"uniform vec4 mix_color;\n"
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@ -672,7 +672,7 @@ static char *fragment_shaders[] = {
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"gl_ClipVertex = gl_ModelViewMatrix*gl_Vertex;\n" \
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"gl_ClipVertex = gl_ModelViewMatrix*gl_Vertex;\n" \
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"}\0"
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"}\0"
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static char *vertex_shaders[] = {
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static const char *vertex_shaders[] = {
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// Default shader
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// Default shader
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SHARED_VERTEX_SHADER,
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SHARED_VERTEX_SHADER,
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@ -740,8 +740,8 @@ EXPORT void HWRAPI(LoadShaders) (void)
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for (i = 0; vertex_shaders[i] && fragment_shaders[i]; i++)
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for (i = 0; vertex_shaders[i] && fragment_shaders[i]; i++)
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{
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{
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GLchar* vert_shader = vertex_shaders[i];
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const GLchar* vert_shader = vertex_shaders[i];
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GLchar* frag_shader = fragment_shaders[i];
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const GLchar* frag_shader = fragment_shaders[i];
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if (i >= MAXSHADERS || i >= MAXSHADERPROGRAMS)
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if (i >= MAXSHADERS || i >= MAXSHADERPROGRAMS)
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break;
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break;
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@ -1922,13 +1922,6 @@ EXPORT void HWRAPI(CreateModelVBOs) (model_t *model)
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}
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}
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}
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}
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// Macro to
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// Macro to what? Why isn't this comment finished?
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// Did I accidentally delete the rest of the line?
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// Did it decide it didn't want to be part of the code anymore?
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// Did the macro hurt its feelings?
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#define BUFFER_OFFSET(i) ((void*)(i))
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#define BUFFER_OFFSET(i) ((void*)(i))
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static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, FSurfaceInfo *Surface)
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static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, FSurfaceInfo *Surface)
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@ -2110,7 +2103,7 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
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if (nextFrameIndex != -1)
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if (nextFrameIndex != -1)
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nextframe = &mesh->frames[nextFrameIndex % mesh->numFrames];
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nextframe = &mesh->frames[nextFrameIndex % mesh->numFrames];
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if (!nextframe || pol == 0.0f)
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if (!nextframe || fpclassify(pol) == FP_ZERO)
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{
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{
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// Zoom! Take advantage of just shoving the entire arrays to the GPU.
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// Zoom! Take advantage of just shoving the entire arrays to the GPU.
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pglBindBuffer(GL_ARRAY_BUFFER, frame->vboID);
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pglBindBuffer(GL_ARRAY_BUFFER, frame->vboID);
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@ -2179,6 +2172,7 @@ EXPORT void HWRAPI(SetTransform) (FTransform *stransform)
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pglLoadIdentity();
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pglLoadIdentity();
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if (stransform)
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if (stransform)
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{
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{
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boolean fovx90;
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// keep a trace of the transformation for md2
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// keep a trace of the transformation for md2
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memcpy(&md2_transform, stransform, sizeof (md2_transform));
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memcpy(&md2_transform, stransform, sizeof (md2_transform));
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@ -2199,7 +2193,8 @@ EXPORT void HWRAPI(SetTransform) (FTransform *stransform)
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pglMatrixMode(GL_PROJECTION);
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pglMatrixMode(GL_PROJECTION);
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pglLoadIdentity();
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pglLoadIdentity();
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special_splitscreen = (stransform->splitscreen == 1 && stransform->fovxangle == 90.0f);
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fovx90 = stransform->fovxangle > 0.0f && fabsf(stransform->fovxangle - 90.0f) < 0.5f;
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special_splitscreen = (stransform->splitscreen && fovx90);
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if (special_splitscreen)
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if (special_splitscreen)
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GLPerspective(53.13f, 2*ASPECT_RATIO); // 53.13 = 2*atan(0.5)
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GLPerspective(53.13f, 2*ASPECT_RATIO); // 53.13 = 2*atan(0.5)
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else
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else
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@ -2602,6 +2597,9 @@ EXPORT void HWRAPI(DrawScreenFinalTexture)(int width, int height)
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FRGBAFloat clearColour;
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FRGBAFloat clearColour;
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INT32 texsize = 2048;
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INT32 texsize = 2048;
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float off[12];
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float fix[8];
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if(screen_width <= 1024)
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if(screen_width <= 1024)
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texsize = 1024;
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texsize = 1024;
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if(screen_width <= 512)
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if(screen_width <= 512)
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@ -2623,7 +2621,6 @@ EXPORT void HWRAPI(DrawScreenFinalTexture)(int width, int height)
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yoff = newaspect / origaspect;
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yoff = newaspect / origaspect;
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}
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}
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float off[12];
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off[0] = -xoff;
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off[0] = -xoff;
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off[1] = -yoff;
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off[1] = -yoff;
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off[2] = 1.0f;
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off[2] = 1.0f;
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@ -2637,7 +2634,7 @@ EXPORT void HWRAPI(DrawScreenFinalTexture)(int width, int height)
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off[10] = -yoff;
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off[10] = -yoff;
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off[11] = 1.0f;
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off[11] = 1.0f;
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float fix[8];
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fix[0] = 0.0f;
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fix[0] = 0.0f;
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fix[1] = 0.0f;
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fix[1] = 0.0f;
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fix[2] = 0.0f;
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fix[2] = 0.0f;
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