Don't set fog image border color

GL1's R_CreateImage sets GL texture to 0 before it ends, so border color is not
applied to the fog image. GL_CLAMP is not used for fog image (in either renderer),
so it would presumably not be used even if applied to the fog image.
This commit is contained in:
Zack Middleton 2014-11-16 12:47:49 -06:00
parent 60d28722ef
commit d06deb41c8
2 changed files with 0 additions and 23 deletions

View file

@ -899,7 +899,6 @@ image_t *R_CreateImage( const char *name, byte *pic, int width, int height,
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, glWrapClampMode ); qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, glWrapClampMode );
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, glWrapClampMode ); qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, glWrapClampMode );
// FIXME: this stops fog from setting border color?
glState.currenttextures[glState.currenttmu] = 0; glState.currenttextures[glState.currenttmu] = 0;
qglBindTexture( GL_TEXTURE_2D, 0 ); qglBindTexture( GL_TEXTURE_2D, 0 );
@ -1168,7 +1167,6 @@ static void R_CreateFogImage( void ) {
int x,y; int x,y;
byte *data; byte *data;
float d; float d;
float borderColor[4];
data = ri.Hunk_AllocateTempMemory( FOG_S * FOG_T * 4 ); data = ri.Hunk_AllocateTempMemory( FOG_S * FOG_T * 4 );
@ -1183,18 +1181,8 @@ static void R_CreateFogImage( void ) {
data[(y*FOG_S+x)*4+3] = 255*d; data[(y*FOG_S+x)*4+3] = 255*d;
} }
} }
// standard openGL clamping doesn't really do what we want -- it includes
// the border color at the edges. OpenGL 1.2 has clamp-to-edge, which does
// what we want.
tr.fogImage = R_CreateImage("*fog", (byte *)data, FOG_S, FOG_T, IMGTYPE_COLORALPHA, IMGFLAG_CLAMPTOEDGE, 0 ); tr.fogImage = R_CreateImage("*fog", (byte *)data, FOG_S, FOG_T, IMGTYPE_COLORALPHA, IMGFLAG_CLAMPTOEDGE, 0 );
ri.Hunk_FreeTempMemory( data ); ri.Hunk_FreeTempMemory( data );
borderColor[0] = 1.0;
borderColor[1] = 1.0;
borderColor[2] = 1.0;
borderColor[3] = 1;
qglTexParameterfv( GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor );
} }
/* /*

View file

@ -2641,7 +2641,6 @@ static void R_CreateFogImage( void ) {
int x,y; int x,y;
byte *data; byte *data;
float d; float d;
float borderColor[4];
data = ri.Hunk_AllocateTempMemory( FOG_S * FOG_T * 4 ); data = ri.Hunk_AllocateTempMemory( FOG_S * FOG_T * 4 );
@ -2656,18 +2655,8 @@ static void R_CreateFogImage( void ) {
data[(y*FOG_S+x)*4+3] = 255*d; data[(y*FOG_S+x)*4+3] = 255*d;
} }
} }
// standard openGL clamping doesn't really do what we want -- it includes
// the border color at the edges. OpenGL 1.2 has clamp-to-edge, which does
// what we want.
tr.fogImage = R_CreateImage("*fog", (byte *)data, FOG_S, FOG_T, IMGTYPE_COLORALPHA, IMGFLAG_CLAMPTOEDGE, 0 ); tr.fogImage = R_CreateImage("*fog", (byte *)data, FOG_S, FOG_T, IMGTYPE_COLORALPHA, IMGFLAG_CLAMPTOEDGE, 0 );
ri.Hunk_FreeTempMemory( data ); ri.Hunk_FreeTempMemory( data );
borderColor[0] = 1.0;
borderColor[1] = 1.0;
borderColor[2] = 1.0;
borderColor[3] = 1;
qglTexParameterfv( GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor );
} }
/* /*