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https://github.com/yquake2/yquake2remaster.git
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vk: combine DrawVkFlowingPoly and DrawVkPoly
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5d082ab2d9
commit
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2 changed files with 30 additions and 83 deletions
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@ -37,49 +37,7 @@ msurface_t *r_alpha_surfaces;
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vklightmapstate_t vk_lms;
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static void
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DrawVkPoly(mpoly_t *p, image_t *texture, const float *color)
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{
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QVk_BindPipeline(&vk_drawPolyPipeline);
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VkBuffer vbo, *buffer;
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VkDeviceSize vboOffset, dstOffset;
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uint32_t uboOffset;
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VkDescriptorSet uboDescriptorSet;
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uint8_t *vertData = QVk_GetVertexBuffer(sizeof(mvtx_t) * p->numverts, &vbo, &vboOffset);
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uint8_t *uboData = QVk_GetUniformBuffer(sizeof(float) * 4, &uboOffset, &uboDescriptorSet);
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memcpy(vertData, p->verts, sizeof(mvtx_t) * p->numverts);
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memcpy(uboData, color, sizeof(float) * 4);
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VkDescriptorSet descriptorSets[] = {
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texture->vk_texture.descriptorSet,
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uboDescriptorSet
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};
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float gamma = 2.1F - vid_gamma->value;
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vkCmdPushConstants(vk_activeCmdbuffer, vk_drawTexQuadPipeline[vk_state.current_renderpass].layout,
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VK_SHADER_STAGE_FRAGMENT_BIT, 17 * sizeof(float), sizeof(gamma), &gamma);
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Mesh_VertsRealloc((p->numverts - 2) * 3);
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GenFanIndexes(vertIdxData, 0, p->numverts - 2);
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buffer = UpdateIndexBuffer(vertIdxData, (p->numverts - 2) * 3 * sizeof(uint16_t), &dstOffset);
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vkCmdBindDescriptorSets(vk_activeCmdbuffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
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vk_drawPolyPipeline.layout, 0, 2, descriptorSets, 1, &uboOffset);
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vkCmdBindVertexBuffers(vk_activeCmdbuffer, 0, 1, &vbo, &vboOffset);
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vkCmdBindIndexBuffer(vk_activeCmdbuffer, *buffer, dstOffset, VK_INDEX_TYPE_UINT16);
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vkCmdDrawIndexed(vk_activeCmdbuffer, (p->numverts - 2) * 3, 1, 0, 0, 0);
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}
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//============
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//PGM
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/*
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================
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DrawVkFlowingPoly -- version of DrawVkPoly that handles scrolling texture
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================
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*/
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static void
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DrawVkFlowingPoly(msurface_t *fa, image_t *texture, const float *color)
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DrawVkPoly(msurface_t *fa, image_t *texture, const float *color)
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{
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float sscroll, tscroll;
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mpoly_t *p;
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@ -126,7 +84,8 @@ DrawVkFlowingPoly(msurface_t *fa, image_t *texture, const float *color)
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GenFanIndexes(vertIdxData, 0, p->numverts - 2);
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buffer = UpdateIndexBuffer(vertIdxData, (p->numverts - 2) * 3 * sizeof(uint16_t), &dstOffset);
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vkCmdBindDescriptorSets(vk_activeCmdbuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, vk_drawPolyPipeline.layout, 0, 2, descriptorSets, 1, &uboOffset);
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vkCmdBindDescriptorSets(vk_activeCmdbuffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
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vk_drawPolyPipeline.layout, 0, 2, descriptorSets, 1, &uboOffset);
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vkCmdBindVertexBuffers(vk_activeCmdbuffer, 0, 1, &vbo, &vboOffset);
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vkCmdBindIndexBuffer(vk_activeCmdbuffer, *buffer, dstOffset, VK_INDEX_TYPE_UINT16);
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vkCmdDrawIndexed(vk_activeCmdbuffer, (p->numverts - 2) * 3, 1, 0, 0, 0);
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@ -215,33 +174,29 @@ R_RenderBrushPoly(msurface_t *fa, const float *modelMatrix, float alpha,
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//======
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//PGM
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if (fa->texinfo->flags & SURF_SCROLL)
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{
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DrawVkFlowingPoly(fa, image, color);
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}
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else
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{
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DrawVkPoly(fa->polys, image, color);
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}
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DrawVkPoly(fa, image, color);
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//PGM
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//======
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/*
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** check for lightmap modification
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*/
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/* check for lightmap modification */
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for (maps = 0; maps < MAXLIGHTMAPS && fa->styles[maps] != 255; maps++)
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{
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if (r_newrefdef.lightstyles[fa->styles[maps]].white != fa->cached_light[maps])
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if (r_newrefdef.lightstyles[fa->styles[maps]].white !=
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fa->cached_light[maps])
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{
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goto dynamic;
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}
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}
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// dynamic this frame or dynamic previously
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/* dynamic this frame or dynamic previously */
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if (fa->dlightframe == r_framecount)
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{
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dynamic:
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if (r_dynamic->value)
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{
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if (!(fa->texinfo->flags & (SURF_SKY | SURF_TRANSPARENT | SURF_WARP)))
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if (!(fa->texinfo->flags &
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(SURF_SKY | SURF_TRANSPARENT | SURF_WARP)))
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{
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is_dynamic = true;
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}
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@ -250,7 +205,10 @@ R_RenderBrushPoly(msurface_t *fa, const float *modelMatrix, float alpha,
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if (is_dynamic)
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{
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if ((fa->styles[maps] >= 32 || fa->styles[maps] == 0) && (fa->dlightframe != r_framecount))
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if (maps < MAXLIGHTMAPS &&
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((fa->styles[maps] >= 32) ||
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(fa->styles[maps] == 0)) &&
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(fa->dlightframe != r_framecount))
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{
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int smax, tmax, size;
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byte *temp;
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@ -284,21 +242,16 @@ R_RenderBrushPoly(msurface_t *fa, const float *modelMatrix, float alpha,
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}
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}
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/*
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================
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R_DrawAlphaSurfaces
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Draw water surfaces and windows.
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The BSP tree is waled front to back, so unwinding the chain
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of alpha_surfaces will draw back to front, giving proper ordering.
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================
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*/
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* Draw water surfaces and windows.
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* The BSP tree is waled front to back, so unwinding the chain
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* of alpha_surfaces will draw back to front, giving proper ordering.
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*/
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void
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R_DrawAlphaSurfaces(void)
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{
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msurface_t *s;
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float intens;
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msurface_t *s;
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float intens;
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// the textures are prescaled up for a better lighting range,
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// so scale it back down
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@ -308,6 +261,7 @@ R_DrawAlphaSurfaces(void)
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for (s = r_alpha_surfaces; s; s = s->texturechain)
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{
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c_brush_polys++;
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if (s->texinfo->flags & SURF_TRANS33)
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{
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color[3] = 0.33f;
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@ -321,13 +275,9 @@ R_DrawAlphaSurfaces(void)
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{
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EmitWaterPolys(s, s->texinfo->image, NULL, color, false);
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}
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else if (s->texinfo->flags & SURF_SCROLL) // PGM 9/16/98
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{
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DrawVkFlowingPoly(s, s->texinfo->image, color); // PGM
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}
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else
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{
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DrawVkPoly(s->polys, s->texinfo->image, color);
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DrawVkPoly(s, s->texinfo->image, color);
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}
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}
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@ -467,17 +417,14 @@ Vk_RenderLightmappedPoly(msurface_t *surf, float alpha,
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VkDeviceSize vboOffset, dstOffset;
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VkBuffer vbo, *buffer;
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uint8_t *vertData;
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float sscroll = 0, tscroll = 0;
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float sscroll, tscroll;
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int pos_vect = 0, index_pos = 0;
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c_brush_polys++;
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//==========
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//PGM
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if (surf->texinfo->flags & SURF_SCROLL)
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{
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R_FlowingScroll(&r_newrefdef, surf->texinfo->flags, &sscroll, &tscroll);
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}
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R_FlowingScroll(&r_newrefdef, surf->texinfo->flags, &sscroll, &tscroll);
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for (p = surf->polys; p; p = p->chain)
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{
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@ -527,7 +474,7 @@ R_DrawInlineBModel(entity_t *currententity, const model_t *currentmodel, float *
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{
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int i;
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msurface_t *psurf;
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float alpha = 1.f;
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float alpha = 1.f;
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/* calculate dynamic lighting for bmodel */
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if (!r_flashblend->value)
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@ -650,10 +597,10 @@ R_DrawBrushModel(entity_t *currententity, const model_t *currentmodel)
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modelorg[2] = DotProduct(temp, up);
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}
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Mat_Identity(model);
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currententity->angles[0] = -currententity->angles[0]; // stupid quake bug
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currententity->angles[2] = -currententity->angles[2]; // stupid quake bug
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Mat_Identity(model);
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R_RotateForEntity(currententity, model);
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currententity->angles[0] = -currententity->angles[0]; // stupid quake bug
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currententity->angles[2] = -currententity->angles[2]; // stupid quake bug
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