Search and replace job to get to compile
This commit is contained in:
parent
c6624eba2d
commit
7e5d433eea
6 changed files with 761 additions and 742 deletions
1172
gl_bumpgeneric.c
1172
gl_bumpgeneric.c
File diff suppressed because it is too large
Load diff
74
gl_bumpgf.c
74
gl_bumpgf.c
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@ -448,6 +448,8 @@ Shader utitlity routines
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*************************/
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void FormatError(void); // in gl_bumparb.c
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void GF3_SetupTcMod(tcmod_t *tc) {
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switch (tc->type) {
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@ -509,17 +511,13 @@ Generic triangle list routines
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*************************/
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void FormatError () {
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Sys_Error("Invalid vertexdef_t\n");
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}
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void GF3_sendTriangleListWV(const vertexdef_t *verts, int *indecies, int numIndecies) {
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glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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glEnableClientState(GL_VERTEX_ARRAY);
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qglClientActiveTextureARB(GL_TEXTURE0_ARB);
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glTexCoordPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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GL_TexCoordPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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//draw them
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@ -531,27 +529,29 @@ void GF3_sendTriangleListWV(const vertexdef_t *verts, int *indecies, int numInde
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void GF3_sendTriangleListTA(const vertexdef_t *verts, int *indecies, int numIndecies) {
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glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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glEnableClientState(GL_VERTEX_ARRAY);
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if (!verts->texcoords) FormatError();
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//Check the input vertices
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if (IsNullDriver(verts->texcoords)) FormatError();
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if (IsNullDriver(verts->binormals)) FormatError();
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if (IsNullDriver(verts->tangents)) FormatError();
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if (IsNullDriver(verts->normals)) FormatError();
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qglClientActiveTextureARB(GL_TEXTURE0_ARB);
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glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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if (!verts->tangents) FormatError();
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qglClientActiveTextureARB(GL_TEXTURE1_ARB);
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glTexCoordPointer(3, GL_FLOAT, verts->tangentstride, verts->tangents);
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GL_TexCoordPointer(3, GL_FLOAT, verts->tangentstride, verts->tangents);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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if (!verts->binormals) FormatError();
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qglClientActiveTextureARB(GL_TEXTURE2_ARB);
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glTexCoordPointer(3, GL_FLOAT, verts->binormalstride, verts->binormals);
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GL_TexCoordPointer(3, GL_FLOAT, verts->binormalstride, verts->binormals);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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if (!verts->normals) FormatError();
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qglClientActiveTextureARB(GL_TEXTURE3_ARB);
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glTexCoordPointer(3, GL_FLOAT, verts->normalstride, verts->normals);
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GL_TexCoordPointer(3, GL_FLOAT, verts->normalstride, verts->normals);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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//draw them
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@ -627,11 +627,11 @@ void GF3_drawTriangleListBase (vertexdef_t *verts, int *indecies, int numIndecie
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int i;
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glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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glEnableClientState(GL_VERTEX_ARRAY);
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qglClientActiveTextureARB(GL_TEXTURE0_ARB);
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glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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if (!shader->cull) {
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@ -649,7 +649,7 @@ void GF3_drawTriangleListBase (vertexdef_t *verts, int *indecies, int numIndecie
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glMatrixMode(GL_MODELVIEW);
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if (verts->lightmapcoords && (lightmapIndex >= 0) && (shader->flags & SURF_PPLIGHT)) {
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if (!IsNullDriver(verts->lightmapcoords) && (lightmapIndex >= 0) && (shader->flags & SURF_PPLIGHT)) {
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//Delux lightmapping
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qboolean usedelux = (sh_delux.value != 0);
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@ -660,23 +660,23 @@ void GF3_drawTriangleListBase (vertexdef_t *verts, int *indecies, int numIndecie
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if (usedelux) {
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glNormalPointer(GL_FLOAT, verts->normalstride, verts->normals);
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GL_NormalPointer(GL_FLOAT, verts->normalstride, verts->normals);
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glEnableClientState(GL_NORMAL_ARRAY);
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qglClientActiveTextureARB(GL_TEXTURE0_ARB);
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glTexCoordPointer(3, GL_FLOAT, verts->tangentstride, verts->tangents);
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GL_TexCoordPointer(3, GL_FLOAT, verts->tangentstride, verts->tangents);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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qglClientActiveTextureARB(GL_TEXTURE1_ARB);
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glTexCoordPointer(3, GL_FLOAT, verts->binormalstride, verts->binormals);
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GL_TexCoordPointer(3, GL_FLOAT, verts->binormalstride, verts->binormals);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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qglClientActiveTextureARB(GL_TEXTURE2_ARB);
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glTexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords);
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GL_TexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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qglClientActiveTextureARB(GL_TEXTURE3_ARB);
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glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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GL_SelectTexture(GL_TEXTURE0_ARB);
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@ -778,11 +778,11 @@ void GF3_drawTriangleListBase (vertexdef_t *verts, int *indecies, int numIndecie
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glEnable(GL_TEXTURE_2D);
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GL_Bind(lightmap_textures+lightmapIndex);
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qglClientActiveTextureARB(GL_TEXTURE0_ARB);
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glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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qglClientActiveTextureARB(GL_TEXTURE1_ARB);
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glTexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords);
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GL_TexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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@ -796,9 +796,9 @@ void GF3_drawTriangleListBase (vertexdef_t *verts, int *indecies, int numIndecie
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glDisable(GL_TEXTURE_2D);
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GL_SelectTexture(GL_TEXTURE0_ARB);
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} else if (verts->colors && (shader->flags & SURF_PPLIGHT)) {
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} else if (!IsNullDriver(verts->colors) && (shader->flags & SURF_PPLIGHT)) {
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glColorPointer(3, GL_UNSIGNED_BYTE, verts->colorstride, verts->colors);
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GL_ColorPointer(3, GL_UNSIGNED_BYTE, verts->colorstride, verts->colors);
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glEnableClientState(GL_COLOR_ARRAY);
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glShadeModel(GL_SMOOTH);
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@ -938,7 +938,7 @@ void GF3_TestAmbientBumps (vertexdef_t *verts, msurface_t **surfs, int numSurfac
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//Pass 1: Lightmap (= ambient occlusion) * colormap
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qglClientActiveTextureARB(GL_TEXTURE1_ARB);
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glTexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords);
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GL_TexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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if (shader->numcolorstages) {
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@ -1053,11 +1053,11 @@ void GF3_drawSurfaceListBase (vertexdef_t *verts, msurface_t **surfs, int numSur
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int i;
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qboolean usedelux;
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glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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glEnableClientState(GL_VERTEX_ARRAY);
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qglClientActiveTextureARB(GL_TEXTURE0_ARB);
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glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glColor3ub(255,255,255);
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@ -1078,14 +1078,14 @@ void GF3_drawSurfaceListBase (vertexdef_t *verts, msurface_t **surfs, int numSur
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glPopMatrix();
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}
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if (verts->lightmapcoords && (shader->flags & SURF_PPLIGHT)) {
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if (!IsNullDriver(verts->lightmapcoords) && (shader->flags & SURF_PPLIGHT)) {
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#ifdef AMBIENT_BUMP
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GF3_TestAmbientBumps(verts, surfs, numSurfaces, shader);
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#else
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qglClientActiveTextureARB(GL_TEXTURE1_ARB);
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glTexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords);
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GL_TexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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//Delux lightmapping
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@ -1102,11 +1102,11 @@ void GF3_drawSurfaceListBase (vertexdef_t *verts, msurface_t **surfs, int numSur
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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qglClientActiveTextureARB(GL_TEXTURE2_ARB);
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glTexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords);
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GL_TexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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qglClientActiveTextureARB(GL_TEXTURE3_ARB);
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glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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GL_SelectTexture(GL_TEXTURE0_ARB);
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@ -1401,7 +1401,7 @@ void GF3_drawSurfaceListBump (vertexdef_t *verts, msurface_t **surfs, int numSur
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int i, num;
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glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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glEnableClientState(GL_VERTEX_ARRAY);
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qglClientActiveTextureARB(GL_TEXTURE0_ARB);
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@ -1412,7 +1412,7 @@ void GF3_drawSurfaceListBump (vertexdef_t *verts, msurface_t **surfs, int numSur
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GL_DrawAlpha();
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GL_EnableAttentShaderGF3(tr);
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glTexCoordPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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GL_TexCoordPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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GF3_sendSurfacesPlain(surfs,numSurfaces);
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GL_DisableAttentShaderGF3();
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@ -1425,7 +1425,7 @@ void GF3_drawSurfaceListBump (vertexdef_t *verts, msurface_t **surfs, int numSur
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num = (currentshadowlight->shader->numstages == 0) ? 1 : currentshadowlight->shader->numstages;
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for (i=0; i<num; i++) {
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GL_EnableSpecularShaderGF3(tr, lo, i, true,true);
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glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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GF3_sendSurfacesTA(surfs,numSurfaces, true);
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GL_DisableDiffuseShaderGF3(i);
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}
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81
gl_bumpgl2.c
81
gl_bumpgl2.c
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@ -828,11 +828,17 @@ void GL2_drawTriangleListBump (const vertexdef_t *verts, int *indecies,
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const transform_t *tr, const lightobject_t *lo)
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{
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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GL_AddColor();
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glColor3fv(¤tshadowlight->color[0]);
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//Check the input vertices
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if (IsNullDriver(verts->texcoords)) FormatError();
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if (IsNullDriver(verts->binormals)) FormatError();
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if (IsNullDriver(verts->tangents)) FormatError();
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if (IsNullDriver(verts->normals)) FormatError();
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GL2_EnableBumpShader(tr, lo, true, shader);
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//bind the correct textures
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@ -840,33 +846,25 @@ void GL2_drawTriangleListBump (const vertexdef_t *verts, int *indecies,
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qglClientActiveTextureARB(GL_TEXTURE0_ARB);
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if (shader->numbumpstages > 0)
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GL_BindAdvanced(shader->bumpstages[0].texture[0]);
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if (!verts->texcoords)
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FormatError();
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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GL_SelectTexture(GL_TEXTURE1_ARB);
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qglClientActiveTextureARB(GL_TEXTURE1_ARB);
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if (shader->numcolorstages > 0)
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GL_BindAdvanced(shader->colorstages[0].texture[0]);
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if (!verts->tangents)
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FormatError();
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(3, GL_FLOAT, verts->tangentstride, verts->tangents);
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GL_TexCoordPointer(3, GL_FLOAT, verts->tangentstride, verts->tangents);
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if (!verts->binormals)
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FormatError();
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GL_SelectTexture(GL_TEXTURE2_ARB);
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qglClientActiveTextureARB(GL_TEXTURE2_ARB);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(3, GL_FLOAT, verts->binormalstride, verts->binormals);
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GL_TexCoordPointer(3, GL_FLOAT, verts->binormalstride, verts->binormals);
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if (!verts->normals)
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FormatError();
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GL_SelectTexture(GL_TEXTURE3_ARB);
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qglClientActiveTextureARB(GL_TEXTURE3_ARB);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(3, GL_FLOAT, verts->normalstride, verts->normals);
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GL_TexCoordPointer(3, GL_FLOAT, verts->normalstride, verts->normals);
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glDrawElements(GL_TRIANGLES, numIndecies, GL_UNSIGNED_INT, indecies);
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@ -892,12 +890,12 @@ void GL2_drawTriangleListBase (vertexdef_t *verts, int *indecies,
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int i;
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glGetError();
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glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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glEnableClientState(GL_VERTEX_ARRAY);
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GL_SelectTexture(GL_TEXTURE0_ARB);
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qglClientActiveTextureARB(GL_TEXTURE0_ARB);
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glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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if (!shader->cull)
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@ -905,7 +903,7 @@ void GL2_drawTriangleListBase (vertexdef_t *verts, int *indecies,
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glDisable(GL_CULL_FACE);
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}
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glColor3ub(255,255,255);
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glColor3ub(255,255,255);
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for ( i = 0; i < shader->numstages; i++)
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{
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@ -915,7 +913,7 @@ void GL2_drawTriangleListBase (vertexdef_t *verts, int *indecies,
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}
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glMatrixMode(GL_MODELVIEW);
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if (verts->lightmapcoords && (lightmapIndex >= 0) && (shader->flags & SURF_PPLIGHT))
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if (!IsNullDriver(verts->lightmapcoords) && (lightmapIndex >= 0) && (shader->flags & SURF_PPLIGHT))
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{
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//Delux lightmapping
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qboolean usedelux = (sh_delux.value != 0);
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@ -965,15 +963,16 @@ void GL2_drawTriangleListBase (vertexdef_t *verts, int *indecies,
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// Light map
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GL_SelectTexture(GL_TEXTURE0_ARB);
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qglClientActiveTextureARB(GL_TEXTURE0_ARB);
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glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride,
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verts->texcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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GL_Bind(lightmap_textures+lightmapIndex);
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// Delux map
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GL_SelectTexture(GL_TEXTURE1_ARB);
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qglClientActiveTextureARB(GL_TEXTURE1_ARB);
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glTexCoordPointer(2, GL_FLOAT, verts->lightmapstride,
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verts->lightmapcoords);
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GL_TexCoordPointer(2, GL_FLOAT, verts->lightmapstride,
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verts->lightmapcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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GL_Bind(lightmap_textures+lightmapIndex+1);
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@ -985,15 +984,15 @@ void GL2_drawTriangleListBase (vertexdef_t *verts, int *indecies,
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GL_BindAdvanced(shader->bumpstages[0].texture[0]);
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}
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qglClientActiveTextureARB(GL_TEXTURE2_ARB);
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glTexCoordPointer(3, GL_FLOAT, verts->tangentstride,
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verts->tangents);
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GL_TexCoordPointer(3, GL_FLOAT, verts->tangentstride,
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verts->tangents);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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// Setup base texture
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GL_SelectTexture(GL_TEXTURE3_ARB);
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qglClientActiveTextureARB(GL_TEXTURE3_ARB);
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glTexCoordPointer(3, GL_FLOAT, verts->binormalstride,
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verts->binormals);
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GL_TexCoordPointer(3, GL_FLOAT, verts->binormalstride,
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verts->binormals);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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if (shader->numcolorstages)
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||||
|
@ -1010,8 +1009,8 @@ void GL2_drawTriangleListBase (vertexdef_t *verts, int *indecies,
|
|||
|
||||
// Normals
|
||||
qglClientActiveTextureARB(GL_TEXTURE4_ARB);
|
||||
glTexCoordPointer(3, GL_FLOAT, verts->normalstride,
|
||||
verts->normals);
|
||||
GL_TexCoordPointer(3, GL_FLOAT, verts->normalstride,
|
||||
verts->normals);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
GL2_EnableDeluxShader(shader);
|
||||
|
@ -1064,7 +1063,8 @@ void GL2_drawTriangleListBase (vertexdef_t *verts, int *indecies,
|
|||
|
||||
GL_SelectTexture(GL_TEXTURE0_ARB);
|
||||
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride,
|
||||
verts->texcoords);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
|
||||
|
@ -1072,7 +1072,8 @@ void GL2_drawTriangleListBase (vertexdef_t *verts, int *indecies,
|
|||
glEnable(GL_TEXTURE_2D);
|
||||
GL_Bind(lightmap_textures+lightmapIndex);
|
||||
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords);
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->lightmapstride,
|
||||
verts->lightmapcoords);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
|
@ -1086,9 +1087,9 @@ void GL2_drawTriangleListBase (vertexdef_t *verts, int *indecies,
|
|||
}
|
||||
else
|
||||
{
|
||||
if (verts->colors && (shader->flags & SURF_PPLIGHT))
|
||||
if (!IsNullDriver(verts->colors) && (shader->flags & SURF_PPLIGHT))
|
||||
{
|
||||
glColorPointer(3, GL_UNSIGNED_BYTE, verts->colorstride, verts->colors);
|
||||
GL_ColorPointer(3, GL_UNSIGNED_BYTE, verts->colorstride, verts->colors);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glShadeModel(GL_SMOOTH);
|
||||
|
||||
|
@ -1134,10 +1135,10 @@ void GL2_drawTriangleListBase (vertexdef_t *verts, int *indecies,
|
|||
{
|
||||
|
||||
if (shader->colorstages[0].src_blend >= 0) {
|
||||
glBlendFunc(shader->colorstages[0].src_blend, shader->colorstages[0].dst_blend);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(shader->colorstages[0].src_blend, shader->colorstages[0].dst_blend);
|
||||
glEnable(GL_BLEND);
|
||||
} else {
|
||||
glDisable(GL_BLEND);
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
|
||||
glColor3f(0,0,0);
|
||||
|
@ -1235,13 +1236,13 @@ void GL2_drawSurfaceListBase (vertexdef_t* verts, msurface_t** surfs,
|
|||
int usedelux;
|
||||
|
||||
checkerror();
|
||||
glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
GL_SelectTexture(GL_TEXTURE0_ARB);
|
||||
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
|
||||
glColor3ub(255,255,255);
|
||||
|
||||
|
@ -1257,12 +1258,12 @@ void GL2_drawSurfaceListBase (vertexdef_t* verts, msurface_t** surfs,
|
|||
GL2_sendSurfacesBase(surfs, numSurfaces, false);
|
||||
glPopMatrix();
|
||||
}
|
||||
if (verts->lightmapcoords && (shader->flags & SURF_PPLIGHT))
|
||||
if (!IsNullDriver(verts->lightmapcoords) && (shader->flags & SURF_PPLIGHT))
|
||||
{
|
||||
GL_SelectTexture(GL_TEXTURE1_ARB);
|
||||
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->lightmapstride,
|
||||
verts->lightmapcoords);
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->lightmapstride,
|
||||
verts->lightmapcoords);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
//Delux lightmapping
|
||||
|
@ -1495,12 +1496,12 @@ void GL2_sendSurfacesTA(msurface_t** surfs, int numSurfaces, const transform_t *
|
|||
void GL2_drawSurfaceListBump (vertexdef_t *verts, msurface_t **surfs,
|
||||
int numSurfaces,const transform_t *tr, const lightobject_t *lo)
|
||||
{
|
||||
glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
|
||||
GL_AddColor();
|
||||
glColor3fv(¤tshadowlight->color[0]);
|
||||
|
|
|
@ -728,11 +728,17 @@ void NV3x_drawTriangleListBump (const vertexdef_t *verts, int *indecies,
|
|||
const transform_t *tr, const lightobject_t *lo)
|
||||
{
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
|
||||
GL_AddColor();
|
||||
glColor3fv(¤tshadowlight->color[0]);
|
||||
|
||||
//Check the input vertices
|
||||
if (IsNullDriver(verts->texcoords)) FormatError();
|
||||
if (IsNullDriver(verts->binormals)) FormatError();
|
||||
if (IsNullDriver(verts->tangents)) FormatError();
|
||||
if (IsNullDriver(verts->normals)) FormatError();
|
||||
|
||||
NV3x_EnableBumpShader(tr, lo, true, shader);
|
||||
|
||||
//bind the correct textures
|
||||
|
@ -740,33 +746,25 @@ void NV3x_drawTriangleListBump (const vertexdef_t *verts, int *indecies,
|
|||
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
if (shader->numbumpstages > 0)
|
||||
GL_BindAdvanced(shader->bumpstages[0].texture[0]);
|
||||
if (!verts->texcoords)
|
||||
FormatError();
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
|
||||
GL_SelectTexture(GL_TEXTURE1_ARB);
|
||||
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
|
||||
if (shader->numcolorstages > 0)
|
||||
GL_BindAdvanced(shader->colorstages[0].texture[0]);
|
||||
if (!verts->tangents)
|
||||
FormatError();
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glTexCoordPointer(3, GL_FLOAT, verts->tangentstride, verts->tangents);
|
||||
GL_TexCoordPointer(3, GL_FLOAT, verts->tangentstride, verts->tangents);
|
||||
|
||||
if (!verts->binormals)
|
||||
FormatError();
|
||||
GL_SelectTexture(GL_TEXTURE2_ARB);
|
||||
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glTexCoordPointer(3, GL_FLOAT, verts->binormalstride, verts->binormals);
|
||||
GL_TexCoordPointer(3, GL_FLOAT, verts->binormalstride, verts->binormals);
|
||||
|
||||
if (!verts->normals)
|
||||
FormatError();
|
||||
GL_SelectTexture(GL_TEXTURE3_ARB);
|
||||
qglClientActiveTextureARB(GL_TEXTURE3_ARB);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glTexCoordPointer(3, GL_FLOAT, verts->normalstride, verts->normals);
|
||||
GL_TexCoordPointer(3, GL_FLOAT, verts->normalstride, verts->normals);
|
||||
|
||||
glDrawElements(GL_TRIANGLES, numIndecies, GL_UNSIGNED_INT, indecies);
|
||||
|
||||
|
@ -792,12 +790,12 @@ void NV3x_drawTriangleListBase (vertexdef_t *verts, int *indecies,
|
|||
int i;
|
||||
|
||||
glGetError();
|
||||
glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
GL_SelectTexture(GL_TEXTURE0_ARB);
|
||||
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
if (!shader->cull)
|
||||
|
@ -805,7 +803,7 @@ void NV3x_drawTriangleListBase (vertexdef_t *verts, int *indecies,
|
|||
glDisable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
glColor3ub(255,255,255);
|
||||
glColor3ub(255,255,255);
|
||||
|
||||
for ( i = 0; i < shader->numstages; i++)
|
||||
{
|
||||
|
@ -815,7 +813,7 @@ void NV3x_drawTriangleListBase (vertexdef_t *verts, int *indecies,
|
|||
}
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
|
||||
if (verts->lightmapcoords && (lightmapIndex >= 0) && (shader->flags & SURF_PPLIGHT))
|
||||
if (!IsNullDriver(verts->lightmapcoords) && (lightmapIndex >= 0) && (shader->flags & SURF_PPLIGHT))
|
||||
{
|
||||
//Delux lightmapping
|
||||
qboolean usedelux = (sh_delux.value != 0);
|
||||
|
@ -865,7 +863,7 @@ void NV3x_drawTriangleListBase (vertexdef_t *verts, int *indecies,
|
|||
GL_SelectTexture(GL_TEXTURE0_ARB);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
GL_Bind(lightmap_textures+lightmapIndex);
|
||||
|
||||
|
@ -873,8 +871,8 @@ void NV3x_drawTriangleListBase (vertexdef_t *verts, int *indecies,
|
|||
GL_SelectTexture(GL_TEXTURE1_ARB);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->lightmapstride,
|
||||
verts->lightmapcoords);
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->lightmapstride,
|
||||
verts->lightmapcoords);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
GL_Bind(lightmap_textures+lightmapIndex+1);
|
||||
|
||||
|
@ -887,16 +885,16 @@ void NV3x_drawTriangleListBase (vertexdef_t *verts, int *indecies,
|
|||
GL_BindAdvanced(shader->bumpstages[0].texture[0]);
|
||||
}
|
||||
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
|
||||
glTexCoordPointer(3, GL_FLOAT, verts->tangentstride,
|
||||
verts->tangents);
|
||||
GL_TexCoordPointer(3, GL_FLOAT, verts->tangentstride,
|
||||
verts->tangents);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
// Setup base texture
|
||||
GL_SelectTexture(GL_TEXTURE3_ARB);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
qglClientActiveTextureARB(GL_TEXTURE3_ARB);
|
||||
glTexCoordPointer(3, GL_FLOAT, verts->binormalstride,
|
||||
verts->binormals);
|
||||
GL_TexCoordPointer(3, GL_FLOAT, verts->binormalstride,
|
||||
verts->binormals);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
if (shader->numcolorstages)
|
||||
|
@ -913,8 +911,8 @@ void NV3x_drawTriangleListBase (vertexdef_t *verts, int *indecies,
|
|||
|
||||
// Normals
|
||||
qglClientActiveTextureARB(GL_TEXTURE4_ARB);
|
||||
glTexCoordPointer(3, GL_FLOAT, verts->normalstride,
|
||||
verts->normals);
|
||||
GL_TexCoordPointer(3, GL_FLOAT, verts->normalstride,
|
||||
verts->normals);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
NV3x_EnableDeluxShader(shader);
|
||||
|
@ -972,7 +970,7 @@ void NV3x_drawTriangleListBase (vertexdef_t *verts, int *indecies,
|
|||
|
||||
GL_SelectTexture(GL_TEXTURE0_ARB);
|
||||
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
|
||||
|
@ -980,7 +978,7 @@ void NV3x_drawTriangleListBase (vertexdef_t *verts, int *indecies,
|
|||
glEnable(GL_TEXTURE_2D);
|
||||
GL_Bind(lightmap_textures+lightmapIndex);
|
||||
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords);
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
|
@ -994,9 +992,9 @@ void NV3x_drawTriangleListBase (vertexdef_t *verts, int *indecies,
|
|||
}
|
||||
else
|
||||
{
|
||||
if (verts->colors && (shader->flags & SURF_PPLIGHT))
|
||||
if (!IsNullDriver(verts->colors) && (shader->flags & SURF_PPLIGHT))
|
||||
{
|
||||
glColorPointer(3, GL_UNSIGNED_BYTE, verts->colorstride, verts->colors);
|
||||
GL_ColorPointer(3, GL_UNSIGNED_BYTE, verts->colorstride, verts->colors);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glShadeModel(GL_SMOOTH);
|
||||
|
||||
|
@ -1042,10 +1040,10 @@ void NV3x_drawTriangleListBase (vertexdef_t *verts, int *indecies,
|
|||
{
|
||||
|
||||
if (shader->colorstages[0].src_blend >= 0) {
|
||||
glBlendFunc(shader->colorstages[0].src_blend, shader->colorstages[0].dst_blend);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(shader->colorstages[0].src_blend, shader->colorstages[0].dst_blend);
|
||||
glEnable(GL_BLEND);
|
||||
} else {
|
||||
glDisable(GL_BLEND);
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
|
||||
glColor3f(0,0,0);
|
||||
|
@ -1143,13 +1141,13 @@ void NV3x_drawSurfaceListBase (vertexdef_t* verts, msurface_t** surfs,
|
|||
int usedelux;
|
||||
|
||||
checkerror();
|
||||
glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
GL_SelectTexture(GL_TEXTURE0_ARB);
|
||||
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
|
||||
glColor3ub(255,255,255);
|
||||
|
||||
|
@ -1166,11 +1164,11 @@ void NV3x_drawSurfaceListBase (vertexdef_t* verts, msurface_t** surfs,
|
|||
NV3x_sendSurfacesBase(surfs, numSurfaces, false);
|
||||
glPopMatrix();
|
||||
}
|
||||
if (verts->lightmapcoords && (shader->flags & SURF_PPLIGHT))
|
||||
if (!IsNullDriver(verts->lightmapcoords) && (shader->flags & SURF_PPLIGHT))
|
||||
{
|
||||
GL_SelectTexture(GL_TEXTURE1_ARB);
|
||||
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->lightmapstride,
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->lightmapstride,
|
||||
verts->lightmapcoords);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
|
@ -1416,12 +1414,12 @@ void NV3x_sendSurfacesTA(msurface_t** surfs, int numSurfaces, const transform_t
|
|||
void NV3x_drawSurfaceListBump (vertexdef_t *verts, msurface_t **surfs,
|
||||
int numSurfaces,const transform_t *tr, const lightobject_t *lo)
|
||||
{
|
||||
glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
|
||||
GL_AddColor();
|
||||
glColor3fv(¤tshadowlight->color[0]);
|
||||
|
|
|
@ -1169,11 +1169,11 @@ void Parhelia_sendTriangleListWV(const vertexdef_t *verts, int *indecies,
|
|||
int numIndecies)
|
||||
{
|
||||
|
||||
glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
glTexCoordPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
GL_TexCoordPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
//draw them
|
||||
|
@ -1186,31 +1186,29 @@ void Parhelia_sendTriangleListWV(const vertexdef_t *verts, int *indecies,
|
|||
void Parhelia_sendTriangleListTA(const vertexdef_t *verts, int *indecies,
|
||||
int numIndecies)
|
||||
{
|
||||
glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
if (!verts->texcoords)
|
||||
FormatError();
|
||||
//Check the input vertices
|
||||
if (IsNullDriver(verts->texcoords)) FormatError();
|
||||
if (IsNullDriver(verts->binormals)) FormatError();
|
||||
if (IsNullDriver(verts->tangents)) FormatError();
|
||||
if (IsNullDriver(verts->normals)) FormatError();
|
||||
|
||||
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
if (!verts->tangents)
|
||||
FormatError();
|
||||
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
|
||||
glTexCoordPointer(3, GL_FLOAT, verts->tangentstride, verts->tangents);
|
||||
GL_TexCoordPointer(3, GL_FLOAT, verts->tangentstride, verts->tangents);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
if (!verts->binormals)
|
||||
FormatError();
|
||||
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
|
||||
glTexCoordPointer(3, GL_FLOAT, verts->binormalstride, verts->binormals);
|
||||
GL_TexCoordPointer(3, GL_FLOAT, verts->binormalstride, verts->binormals);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
if (!verts->normals)
|
||||
FormatError();
|
||||
qglClientActiveTextureARB(GL_TEXTURE3_ARB);
|
||||
glTexCoordPointer(3, GL_FLOAT, verts->normalstride, verts->normals);
|
||||
GL_TexCoordPointer(3, GL_FLOAT, verts->normalstride, verts->normals);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
//draw them
|
||||
|
@ -1280,11 +1278,11 @@ void Parhelia_drawTriangleListBase (vertexdef_t *verts, int *indecies,
|
|||
{
|
||||
int i;
|
||||
|
||||
glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
if (!shader->cull)
|
||||
|
@ -1302,9 +1300,9 @@ void Parhelia_drawTriangleListBase (vertexdef_t *verts, int *indecies,
|
|||
}
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
|
||||
if (verts->colors && (shader->flags & SURF_PPLIGHT))
|
||||
if (!IsNullDriver(verts->colors) && (shader->flags & SURF_PPLIGHT))
|
||||
{
|
||||
glColorPointer(3, GL_UNSIGNED_BYTE, verts->colorstride, verts->colors);
|
||||
GL_ColorPointer(3, GL_UNSIGNED_BYTE, verts->colorstride, verts->colors);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glShadeModel(GL_SMOOTH);
|
||||
|
||||
|
@ -1407,11 +1405,11 @@ void Parhelia_drawSurfaceListBase (vertexdef_t* verts, msurface_t** surfs,
|
|||
{
|
||||
int i;
|
||||
|
||||
glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
glColor3ub(255,255,255);
|
||||
|
@ -1429,10 +1427,10 @@ void Parhelia_drawSurfaceListBase (vertexdef_t* verts, msurface_t** surfs,
|
|||
glPopMatrix();
|
||||
}
|
||||
|
||||
if (verts->lightmapcoords && (shader->flags & SURF_PPLIGHT))
|
||||
if (!IsNullDriver(verts->lightmapcoords) && (shader->flags & SURF_PPLIGHT))
|
||||
{
|
||||
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->lightmapstride,
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->lightmapstride,
|
||||
verts->lightmapcoords);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
|
@ -1623,7 +1621,7 @@ void Parhelia_sendSurfacesPlain(msurface_t** surfs, int numSurfaces)
|
|||
void Parhelia_drawSurfaceListBump (vertexdef_t *verts, msurface_t **surfs,
|
||||
int numSurfaces,const transform_t *tr, const lightobject_t *lo)
|
||||
{
|
||||
glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
|
@ -1635,7 +1633,7 @@ void Parhelia_drawSurfaceListBump (vertexdef_t *verts, msurface_t **surfs,
|
|||
GL_DrawAlpha();
|
||||
Parhelia_EnableAttentShader(tr);
|
||||
|
||||
glTexCoordPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
GL_TexCoordPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
Parhelia_sendSurfacesPlain(surfs,numSurfaces);
|
||||
|
||||
Parhelia_DisableAttentShader();
|
||||
|
@ -1649,7 +1647,7 @@ void Parhelia_drawSurfaceListBump (vertexdef_t *verts, msurface_t **surfs,
|
|||
|
||||
Parhelia_EnableSpecularShader(tr, lo, true);
|
||||
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
Parhelia_sendSurfacesTA(surfs,numSurfaces);
|
||||
Parhelia_DisableDiffuseShader();
|
||||
|
||||
|
|
|
@ -990,11 +990,11 @@ void Radeon_sendTriangleListWV(const vertexdef_t *verts, int *indecies,
|
|||
int numIndecies)
|
||||
{
|
||||
|
||||
glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
glTexCoordPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
GL_TexCoordPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
//draw them
|
||||
|
@ -1007,31 +1007,29 @@ void Radeon_sendTriangleListWV(const vertexdef_t *verts, int *indecies,
|
|||
void Radeon_sendTriangleListTA(const vertexdef_t *verts, int *indecies,
|
||||
int numIndecies)
|
||||
{
|
||||
glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
if (!verts->texcoords)
|
||||
FormatError();
|
||||
//Check the input vertices
|
||||
if (IsNullDriver(verts->texcoords)) FormatError();
|
||||
if (IsNullDriver(verts->binormals)) FormatError();
|
||||
if (IsNullDriver(verts->tangents)) FormatError();
|
||||
if (IsNullDriver(verts->normals)) FormatError();
|
||||
|
||||
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
if (!verts->tangents)
|
||||
FormatError();
|
||||
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
|
||||
glTexCoordPointer(3, GL_FLOAT, verts->tangentstride, verts->tangents);
|
||||
GL_TexCoordPointer(3, GL_FLOAT, verts->tangentstride, verts->tangents);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
if (!verts->binormals)
|
||||
FormatError();
|
||||
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
|
||||
glTexCoordPointer(3, GL_FLOAT, verts->binormalstride, verts->binormals);
|
||||
GL_TexCoordPointer(3, GL_FLOAT, verts->binormalstride, verts->binormals);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
if (!verts->normals)
|
||||
FormatError();
|
||||
qglClientActiveTextureARB(GL_TEXTURE3_ARB);
|
||||
glTexCoordPointer(3, GL_FLOAT, verts->normalstride, verts->normals);
|
||||
GL_TexCoordPointer(3, GL_FLOAT, verts->normalstride, verts->normals);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
//draw them
|
||||
|
@ -1090,11 +1088,11 @@ void Radeon_drawTriangleListBase (vertexdef_t *verts, int *indecies,
|
|||
{
|
||||
int i;
|
||||
|
||||
glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
if (!shader->cull)
|
||||
|
@ -1114,9 +1112,9 @@ void Radeon_drawTriangleListBase (vertexdef_t *verts, int *indecies,
|
|||
}
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
|
||||
if (verts->colors && (shader->flags & SURF_PPLIGHT))
|
||||
if (!IsNullDriver(verts->colors) && (shader->flags & SURF_PPLIGHT))
|
||||
{
|
||||
glColorPointer(3, GL_UNSIGNED_BYTE, verts->colorstride, verts->colors);
|
||||
GL_ColorPointer(3, GL_UNSIGNED_BYTE, verts->colorstride, verts->colors);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glShadeModel(GL_SMOOTH);
|
||||
|
||||
|
@ -1220,11 +1218,11 @@ void Radeon_drawSurfaceListBase (vertexdef_t* verts, msurface_t** surfs,
|
|||
{
|
||||
int i;
|
||||
|
||||
glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
glColor3ub(255,255,255);
|
||||
|
@ -1242,10 +1240,10 @@ void Radeon_drawSurfaceListBase (vertexdef_t* verts, msurface_t** surfs,
|
|||
glPopMatrix();
|
||||
}
|
||||
|
||||
if (verts->lightmapcoords && (shader->flags & SURF_PPLIGHT))
|
||||
if (!IsNullDriver(verts->lightmapcoords) && (shader->flags & SURF_PPLIGHT))
|
||||
{
|
||||
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->lightmapstride,
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->lightmapstride,
|
||||
verts->lightmapcoords);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
|
@ -1443,7 +1441,7 @@ void Radeon_drawSurfaceListBump (vertexdef_t *verts, msurface_t **surfs,
|
|||
int numSurfaces, const transform_t *tr,
|
||||
const lightobject_t *lo)
|
||||
{
|
||||
glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
|
@ -1454,7 +1452,7 @@ void Radeon_drawSurfaceListBump (vertexdef_t *verts, msurface_t **surfs,
|
|||
//draw attent into dest alpha
|
||||
GL_DrawAlpha();
|
||||
Radeon_EnableAttentShader(tr);
|
||||
glTexCoordPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
GL_TexCoordPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
|
||||
Radeon_sendSurfacesPlain(surfs,numSurfaces);
|
||||
Radeon_DisableAttentShader();
|
||||
GL_ModulateAlphaDrawColor();
|
||||
|
@ -1465,7 +1463,7 @@ void Radeon_drawSurfaceListBump (vertexdef_t *verts, msurface_t **surfs,
|
|||
}
|
||||
glColor3fv(¤tshadowlight->color[0]);
|
||||
|
||||
glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
|
||||
Radeon_sendSurfacesTA(surfs, numSurfaces, tr, lo);
|
||||
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
|
|
Loading…
Reference in a new issue