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https://github.com/yquake2/yquake2remaster.git
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gl1: use local currentmodel
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parent
93ab5896e9
commit
46c654b379
5 changed files with 14 additions and 20 deletions
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@ -118,7 +118,7 @@ GL3_LM_AllocBlock(int w, int h, int *x, int *y)
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}
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void
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GL3_LM_BuildPolygonFromSurface(msurface_t *fa)
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GL3_LM_BuildPolygonFromSurface(gl3model_t *currentmodel, msurface_t *fa)
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{
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int i, lindex, lnumverts;
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medge_t *pedges, *r_pedge;
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@ -50,7 +50,6 @@ refdef_t gl3_newrefdef;
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viddef_t vid;
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gl3model_t *gl3_worldmodel;
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gl3model_t *currentmodel;
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entity_t *currententity;
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float gl3depthmin=0.0f, gl3depthmax=1.0f;
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@ -773,7 +772,7 @@ GL3_DrawBeam(entity_t *e)
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}
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static void
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GL3_DrawSpriteModel(entity_t *e)
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GL3_DrawSpriteModel(entity_t *e, gl3model_t *currentmodel)
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{
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float alpha = 1.0F;
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gl3_3D_vtx_t verts[4];
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@ -990,7 +989,7 @@ GL3_DrawEntitiesOnList(void)
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}
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else
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{
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currentmodel = currententity->model;
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gl3model_t *currentmodel = currententity->model;
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if (!currentmodel)
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{
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@ -1004,10 +1003,10 @@ GL3_DrawEntitiesOnList(void)
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GL3_DrawAliasModel(currententity);
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break;
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case mod_brush:
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GL3_DrawBrushModel(currententity);
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GL3_DrawBrushModel(currententity, currentmodel);
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break;
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case mod_sprite:
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GL3_DrawSpriteModel(currententity);
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GL3_DrawSpriteModel(currententity, currentmodel);
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break;
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default:
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ri.Sys_Error(ERR_DROP, "Bad modeltype");
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@ -1036,7 +1035,7 @@ GL3_DrawEntitiesOnList(void)
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}
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else
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{
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currentmodel = currententity->model;
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gl3model_t *currentmodel = currententity->model;
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if (!currentmodel)
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{
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@ -1050,10 +1049,10 @@ GL3_DrawEntitiesOnList(void)
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GL3_DrawAliasModel(currententity);
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break;
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case mod_brush:
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GL3_DrawBrushModel(currententity);
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GL3_DrawBrushModel(currententity, currentmodel);
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break;
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case mod_sprite:
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GL3_DrawSpriteModel(currententity);
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GL3_DrawSpriteModel(currententity, currentmodel);
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break;
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default:
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ri.Sys_Error(ERR_DROP, "Bad modeltype");
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@ -543,8 +543,6 @@ Mod_LoadFaces(gl3model_t *loadmodel, byte *mod_base, lump_t *l)
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loadmodel->surfaces = out;
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loadmodel->numsurfaces = count;
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currentmodel = loadmodel;
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GL3_LM_BeginBuildingLightmaps(loadmodel);
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for (surfnum = 0; surfnum < count; surfnum++, in++, out++)
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@ -623,7 +621,7 @@ Mod_LoadFaces(gl3model_t *loadmodel, byte *mod_base, lump_t *l)
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if (!(out->texinfo->flags & SURF_WARP))
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{
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GL3_LM_BuildPolygonFromSurface(out);
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GL3_LM_BuildPolygonFromSurface(loadmodel, out);
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}
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}
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@ -526,7 +526,7 @@ RenderLightmappedPoly(msurface_t *surf)
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}
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static void
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DrawInlineBModel(void)
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DrawInlineBModel(gl3model_t *currentmodel)
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{
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int i, k;
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cplane_t *pplane;
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@ -590,7 +590,7 @@ DrawInlineBModel(void)
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}
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void
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GL3_DrawBrushModel(entity_t *e)
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GL3_DrawBrushModel(entity_t *e, gl3model_t *currentmodel)
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{
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vec3_t mins, maxs;
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int i;
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@ -656,7 +656,7 @@ GL3_DrawBrushModel(entity_t *e)
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e->angles[0] = -e->angles[0];
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e->angles[2] = -e->angles[2];
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DrawInlineBModel();
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DrawInlineBModel(currentmodel);
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// glPopMatrix();
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gl3state.uni3DData.transModelMat4 = oldMat;
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@ -824,8 +824,6 @@ GL3_DrawWorld(void)
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return;
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}
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currentmodel = gl3_worldmodel;
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VectorCopy(gl3_newrefdef.vieworg, modelorg);
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/* auto cycle the world frame for texture animation */
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@ -300,7 +300,6 @@ typedef struct
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} gl3lightmapstate_t;
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extern gl3model_t *gl3_worldmodel;
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extern gl3model_t *currentmodel;
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extern entity_t *currententity;
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extern float gl3depthmin, gl3depthmax;
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@ -436,7 +435,7 @@ extern void GL3_BuildLightMap(msurface_t *surf, int offsetInLMbuf, int stride);
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extern void GL3_LM_InitBlock(void);
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extern void GL3_LM_UploadBlock(void);
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extern qboolean GL3_LM_AllocBlock(int w, int h, int *x, int *y);
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extern void GL3_LM_BuildPolygonFromSurface(msurface_t *fa);
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extern void GL3_LM_BuildPolygonFromSurface(gl3model_t *currentmodel, msurface_t *fa);
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extern void GL3_LM_CreateSurfaceLightmap(msurface_t *surf);
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extern void GL3_LM_BeginBuildingLightmaps(gl3model_t *m);
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extern void GL3_LM_EndBuildingLightmaps(void);
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@ -458,7 +457,7 @@ extern void GL3_DrawGLPoly(msurface_t *fa);
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extern void GL3_DrawGLFlowingPoly(msurface_t *fa);
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extern void GL3_DrawTriangleOutlines(void);
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extern void GL3_DrawAlphaSurfaces(void);
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extern void GL3_DrawBrushModel(entity_t *e);
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extern void GL3_DrawBrushModel(entity_t *e, gl3model_t *currentmodel);
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extern void GL3_DrawWorld(void);
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extern void GL3_MarkLeaves(void);
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