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https://github.com/yquake2/yquake2remaster.git
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Always specify the alpha channel.
This is based upon the original OpenGL ES patch by Scott "pickle" Smith. This change gives about the same frame rate on an 750TI but about 3% more frames on an Ivy Bridge IGP with Mesa3D...
This commit is contained in:
parent
4ae8706d22
commit
275271c647
5 changed files with 17 additions and 18 deletions
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@ -260,8 +260,7 @@ Draw_Fill(int x, int y, int w, int h, int c)
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glDisable(GL_TEXTURE_2D);
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color.c = d_8to24table[c];
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glColor3f(color.v[0] / 255.0, color.v[1] / 255.0,
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color.v[2] / 255.0);
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glColor4f(color.v[0] / 255.0, color.v[1] / 255.0, color.v[2] / 255.0, 1);
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glBegin(GL_QUADS);
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@ -271,7 +270,7 @@ Draw_Fill(int x, int y, int w, int h, int c)
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glVertex2f(x, y + h);
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glEnd();
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glColor3f(1, 1, 1);
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glColor4f(1, 1, 1, 1);
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glEnable(GL_TEXTURE_2D);
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}
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@ -43,11 +43,11 @@ qboolean R_Upload8(byte *data, int width, int height,
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qboolean mipmap, qboolean is_sky);
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qboolean R_Upload32(unsigned *data, int width, int height, qboolean mipmap);
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int gl_solid_format = 3;
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int gl_alpha_format = 4;
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int gl_solid_format = GL_RGB;
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int gl_alpha_format = GL_RGBA;
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int gl_tex_solid_format = 3;
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int gl_tex_alpha_format = 4;
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int gl_tex_solid_format = GL_RGB;
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int gl_tex_alpha_format = GL_RGBA;
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int gl_filter_min = GL_LINEAR_MIPMAP_NEAREST;
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int gl_filter_max = GL_LINEAR;
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@ -78,7 +78,7 @@ typedef struct
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} gltmode_t;
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gltmode_t gl_alpha_modes[] = {
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{"default", 4},
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{"default", GL_RGBA},
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{"GL_RGBA", GL_RGBA},
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{"GL_RGBA8", GL_RGBA8},
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{"GL_RGB5_A1", GL_RGB5_A1},
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@ -89,7 +89,7 @@ gltmode_t gl_alpha_modes[] = {
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#define NUM_GL_ALPHA_MODES (sizeof(gl_alpha_modes) / sizeof(gltmode_t))
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gltmode_t gl_solid_modes[] = {
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{"default", 3},
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{"default", GL_RGB},
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{"GL_RGB", GL_RGB},
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{"GL_RGB8", GL_RGB8},
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{"GL_RGB5", GL_RGB5},
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@ -47,8 +47,8 @@ R_RenderDlight(dlight_t *light)
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VectorSubtract(light->origin, r_origin, v);
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glBegin(GL_TRIANGLE_FAN);
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glColor3f(light->color[0] * 0.2, light->color[1] * 0.2,
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light->color[2] * 0.2);
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glColor4f(light->color[0] * 0.2, light->color[1] * 0.2,
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light->color[2] * 0.2, 1);
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for (i = 0; i < 3; i++)
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{
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@ -56,7 +56,7 @@ R_RenderDlight(dlight_t *light)
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}
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glVertex3fv(v);
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glColor3f(0, 0, 0);
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glColor4f(0, 0, 0, 1);
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for (i = 16; i >= 0; i--)
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{
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@ -101,7 +101,7 @@ R_RenderDlights(void)
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R_RenderDlight(l);
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}
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glColor3f(1, 1, 1);
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glColor4f(1, 1, 1, 1);
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glDisable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -280,7 +280,7 @@ R_DrawNullModel(void)
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R_RotateForEntity(currententity);
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glDisable(GL_TEXTURE_2D);
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glColor3fv(shadelight);
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glColor4f( shadelight[0], shadelight[1], shadelight[2], 1 );
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glBegin(GL_TRIANGLE_FAN);
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glVertex3f(0, 0, -16);
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@ -302,7 +302,7 @@ R_DrawNullModel(void)
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glEnd();
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glColor3f(1, 1, 1);
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glColor4f(1, 1, 1, 1);
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glPopMatrix();
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glEnable(GL_TEXTURE_2D);
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}
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@ -536,7 +536,7 @@ R_PolyBlend(void)
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glRotatef(-90, 1, 0, 0); /* put Z going up */
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glRotatef(90, 0, 0, 1); /* put Z going up */
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glColor4fv(v_blend);
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glColor4f(v_blend[0], v_blend[1], v_blend[2], v_blend[3]);
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glBegin(GL_QUADS);
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@ -916,7 +916,7 @@ R_DrawBrushModel(entity_t *e)
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glEnable(GL_POLYGON_OFFSET_FILL);
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}
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glColor3f(1, 1, 1);
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glColor4f(1, 1, 1, 1);
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memset(gl_lms.lightmap_surfaces, 0, sizeof(gl_lms.lightmap_surfaces));
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VectorSubtract(r_newrefdef.vieworg, e->origin, modelorg);
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@ -1165,7 +1165,7 @@ R_DrawWorld(void)
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gl_state.currenttextures[0] = gl_state.currenttextures[1] = -1;
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glColor3f(1, 1, 1);
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glColor4f(1, 1, 1, 1);
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memset(gl_lms.lightmap_surfaces, 0, sizeof(gl_lms.lightmap_surfaces));
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R_ClearSkyBox();
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