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https://github.com/UberGames/lilium-voyager.git
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Remove unneeded code from OpenGL2's RB_RenderDrawSurfList
Make it more similar to OpenGL1.
This commit is contained in:
parent
1aa20487a4
commit
66fec1b059
1 changed files with 3 additions and 18 deletions
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@ -475,9 +475,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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FBO_t* fbo = NULL;
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FBO_t* fbo = NULL;
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qboolean inQuery = qfalse;
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qboolean inQuery = qfalse;
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float depth[2];
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// save original time for entity shader offsets
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// save original time for entity shader offsets
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originalTime = backEnd.refdef.floatTime;
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originalTime = backEnd.refdef.floatTime;
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@ -495,9 +492,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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oldCubemapIndex = -1;
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oldCubemapIndex = -1;
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oldSort = -1;
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oldSort = -1;
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depth[0] = 0.f;
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depth[1] = 1.f;
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backEnd.pc.c_surfaces += numDrawSurfs;
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backEnd.pc.c_surfaces += numDrawSurfs;
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for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) {
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for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) {
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@ -538,7 +532,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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// change the modelview matrix if needed
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// change the modelview matrix if needed
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//
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//
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if ( entityNum != oldEntityNum ) {
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if ( entityNum != oldEntityNum ) {
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qboolean sunflare = qfalse;
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depthRange = isCrosshair = qfalse;
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depthRange = isCrosshair = qfalse;
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if ( entityNum != REFENTITYNUM_WORLD ) {
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if ( entityNum != REFENTITYNUM_WORLD ) {
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@ -605,11 +598,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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}
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}
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if(!oldDepthRange)
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if(!oldDepthRange)
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{
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qglDepthRange (0, 0.3);
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depth[0] = 0;
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depth[1] = 0.3f;
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qglDepthRange (depth[0], depth[1]);
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}
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}
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}
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else
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else
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{
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{
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@ -618,11 +607,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix );
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GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix );
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}
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}
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if (!sunflare)
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qglDepthRange (0, 1);
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qglDepthRange (0, 1);
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depth[0] = 0;
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depth[1] = 1;
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}
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}
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oldDepthRange = depthRange;
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oldDepthRange = depthRange;
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