mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-29 07:41:47 +00:00
GL1 unified draw calls, 05
Buffered 'alias' models. Logic from R_DrawAliasModel() and R_DrawAliasFrameLerp() was moved to R_ApplyGLBuffer().
This commit is contained in:
parent
e8b2e36bd8
commit
55dfaa2e3b
3 changed files with 162 additions and 204 deletions
|
@ -61,7 +61,8 @@ R_ApplyGLBuffer(void)
|
||||||
{
|
{
|
||||||
// Properties of batched draws here
|
// Properties of batched draws here
|
||||||
GLint vtx_size;
|
GLint vtx_size;
|
||||||
qboolean texture, mtex, alpha, color, texenv_set;
|
qboolean texture, mtex, alpha, color, alias, texenv_set;
|
||||||
|
float fovy, dist;
|
||||||
|
|
||||||
if (gl_buf.vtx_ptr == 0 || gl_buf.idx_ptr == 0)
|
if (gl_buf.vtx_ptr == 0 || gl_buf.idx_ptr == 0)
|
||||||
{
|
{
|
||||||
|
@ -71,7 +72,7 @@ R_ApplyGLBuffer(void)
|
||||||
// defaults for drawing (mostly buf_singletex features)
|
// defaults for drawing (mostly buf_singletex features)
|
||||||
vtx_size = 3;
|
vtx_size = 3;
|
||||||
texture = true;
|
texture = true;
|
||||||
mtex = alpha = color = texenv_set = false;
|
mtex = alpha = color = alias = texenv_set = false;
|
||||||
|
|
||||||
// choosing features by type
|
// choosing features by type
|
||||||
switch (gl_buf.type)
|
switch (gl_buf.type)
|
||||||
|
@ -85,6 +86,9 @@ R_ApplyGLBuffer(void)
|
||||||
case buf_alpha:
|
case buf_alpha:
|
||||||
alpha = true;
|
alpha = true;
|
||||||
break;
|
break;
|
||||||
|
case buf_alias:
|
||||||
|
alias = color = true;
|
||||||
|
break;
|
||||||
case buf_flash:
|
case buf_flash:
|
||||||
color = true;
|
color = true;
|
||||||
texture = false;
|
texture = false;
|
||||||
|
@ -95,6 +99,53 @@ R_ApplyGLBuffer(void)
|
||||||
|
|
||||||
R_EnableMultitexture(mtex);
|
R_EnableMultitexture(mtex);
|
||||||
|
|
||||||
|
if (alias)
|
||||||
|
{
|
||||||
|
if (gl_buf.flags & RF_DEPTHHACK)
|
||||||
|
{
|
||||||
|
// hack the depth range to prevent view model from poking into walls
|
||||||
|
glDepthRange(gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin));
|
||||||
|
}
|
||||||
|
|
||||||
|
if (gl_buf.flags & RF_WEAPONMODEL)
|
||||||
|
{
|
||||||
|
glMatrixMode(GL_PROJECTION);
|
||||||
|
glPushMatrix();
|
||||||
|
glLoadIdentity();
|
||||||
|
|
||||||
|
if (gl_lefthand->value == 1.0f)
|
||||||
|
{
|
||||||
|
glScalef(-1, 1, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
fovy = (r_gunfov->value < 0) ? r_newrefdef.fov_y : r_gunfov->value;
|
||||||
|
dist = (r_farsee->value == 0) ? 4096.0f : 8192.0f;
|
||||||
|
R_MYgluPerspective(fovy, (float)r_newrefdef.width / r_newrefdef.height, 4, dist);
|
||||||
|
|
||||||
|
glMatrixMode(GL_MODELVIEW);
|
||||||
|
|
||||||
|
if (gl_lefthand->value == 1.0f)
|
||||||
|
{
|
||||||
|
glCullFace(GL_BACK);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
glShadeModel(GL_SMOOTH);
|
||||||
|
R_TexEnv(GL_MODULATE);
|
||||||
|
|
||||||
|
if (gl_buf.flags & RF_TRANSLUCENT)
|
||||||
|
{
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (gl_buf.flags & (RF_SHELL_RED | RF_SHELL_GREEN |
|
||||||
|
RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM))
|
||||||
|
{
|
||||||
|
texture = false;
|
||||||
|
glDisable(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (alpha)
|
if (alpha)
|
||||||
{
|
{
|
||||||
// the textures are prescaled up for a better
|
// the textures are prescaled up for a better
|
||||||
|
@ -192,6 +243,39 @@ R_ApplyGLBuffer(void)
|
||||||
R_TexEnv(GL_REPLACE);
|
R_TexEnv(GL_REPLACE);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (alias)
|
||||||
|
{
|
||||||
|
if (gl_buf.flags & (RF_SHELL_RED | RF_SHELL_GREEN |
|
||||||
|
RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM))
|
||||||
|
{
|
||||||
|
glEnable(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (gl_buf.flags & RF_TRANSLUCENT)
|
||||||
|
{
|
||||||
|
glDisable(GL_BLEND);
|
||||||
|
}
|
||||||
|
|
||||||
|
R_TexEnv(GL_REPLACE);
|
||||||
|
glShadeModel(GL_FLAT);
|
||||||
|
|
||||||
|
if (gl_buf.flags & RF_WEAPONMODEL)
|
||||||
|
{
|
||||||
|
glMatrixMode(GL_PROJECTION);
|
||||||
|
glPopMatrix();
|
||||||
|
glMatrixMode(GL_MODELVIEW);
|
||||||
|
if (gl_lefthand->value == 1.0F)
|
||||||
|
{
|
||||||
|
glCullFace(GL_FRONT);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (gl_buf.flags & RF_DEPTHHACK)
|
||||||
|
{
|
||||||
|
glDepthRange(gldepthmin, gldepthmax);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
gl_buf.vtx_ptr = gl_buf.idx_ptr = 0;
|
gl_buf.vtx_ptr = gl_buf.idx_ptr = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -200,7 +284,7 @@ R_UpdateGLBuffer(buffered_draw_t type, int colortex, int lighttex, int flags, fl
|
||||||
{
|
{
|
||||||
if ( gl_buf.type != type || gl_buf.texture[0] != colortex ||
|
if ( gl_buf.type != type || gl_buf.texture[0] != colortex ||
|
||||||
(gl_config.multitexture && type == buf_mtex && gl_buf.texture[1] != lighttex) ||
|
(gl_config.multitexture && type == buf_mtex && gl_buf.texture[1] != lighttex) ||
|
||||||
(type == buf_singletex && gl_buf.flags != flags) ||
|
((type == buf_singletex || type == buf_alias) && gl_buf.flags != flags) ||
|
||||||
(type == buf_alpha && gl_buf.alpha != alpha))
|
(type == buf_alpha && gl_buf.alpha != alpha))
|
||||||
{
|
{
|
||||||
R_ApplyGLBuffer();
|
R_ApplyGLBuffer();
|
||||||
|
@ -285,6 +369,23 @@ R_SetBufferIndices(GLenum type, GLuint vertices_num)
|
||||||
gl_buf.idx[gl_buf.idx_ptr++] = gl_buf.vtx_ptr+i+2;
|
gl_buf.idx[gl_buf.idx_ptr++] = gl_buf.vtx_ptr+i+2;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
case GL_TRIANGLE_STRIP:
|
||||||
|
for (i = 0; i < vertices_num-2; i++)
|
||||||
|
{
|
||||||
|
if (i % 2 == 0)
|
||||||
|
{
|
||||||
|
gl_buf.idx[gl_buf.idx_ptr++] = gl_buf.vtx_ptr+i;
|
||||||
|
gl_buf.idx[gl_buf.idx_ptr++] = gl_buf.vtx_ptr+i+1;
|
||||||
|
gl_buf.idx[gl_buf.idx_ptr++] = gl_buf.vtx_ptr+i+2;
|
||||||
|
}
|
||||||
|
else // backwards order
|
||||||
|
{
|
||||||
|
gl_buf.idx[gl_buf.idx_ptr++] = gl_buf.vtx_ptr+i+2;
|
||||||
|
gl_buf.idx[gl_buf.idx_ptr++] = gl_buf.vtx_ptr+i+1;
|
||||||
|
gl_buf.idx[gl_buf.idx_ptr++] = gl_buf.vtx_ptr+i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
default:
|
default:
|
||||||
R_Printf(PRINT_DEVELOPER, "R_SetBufferIndices: no such type %d\n", type);
|
R_Printf(PRINT_DEVELOPER, "R_SetBufferIndices: no such type %d\n", type);
|
||||||
return;
|
return;
|
||||||
|
|
|
@ -86,19 +86,13 @@ R_LerpVerts(entity_t *currententity, int nverts, dtrivertx_t *v, dtrivertx_t *ov
|
||||||
static void
|
static void
|
||||||
R_DrawAliasFrameLerp(entity_t *currententity, dmdl_t *paliashdr, float backlerp)
|
R_DrawAliasFrameLerp(entity_t *currententity, dmdl_t *paliashdr, float backlerp)
|
||||||
{
|
{
|
||||||
unsigned short total;
|
|
||||||
GLenum type;
|
|
||||||
float l;
|
|
||||||
daliasframe_t *frame, *oldframe;
|
daliasframe_t *frame, *oldframe;
|
||||||
dtrivertx_t *v, *ov, *verts;
|
dtrivertx_t *v, *ov, *verts;
|
||||||
int *order;
|
int *order;
|
||||||
int count;
|
int count, i, index_xyz;
|
||||||
float frontlerp;
|
float tex[2], frontlerp, l, alpha;
|
||||||
float alpha;
|
|
||||||
vec3_t move, delta, vectors[3];
|
vec3_t move, delta, vectors[3];
|
||||||
vec3_t frontv, backv;
|
vec3_t frontv, backv;
|
||||||
int i;
|
|
||||||
int index_xyz;
|
|
||||||
float *lerp;
|
float *lerp;
|
||||||
|
|
||||||
frame = (daliasframe_t *)((byte *)paliashdr + paliashdr->ofs_frames
|
frame = (daliasframe_t *)((byte *)paliashdr + paliashdr->ofs_frames
|
||||||
|
@ -120,13 +114,6 @@ R_DrawAliasFrameLerp(entity_t *currententity, dmdl_t *paliashdr, float backlerp)
|
||||||
alpha = 1.0;
|
alpha = 1.0;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (currententity->flags &
|
|
||||||
(RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE |
|
|
||||||
RF_SHELL_HALF_DAM))
|
|
||||||
{
|
|
||||||
glDisable(GL_TEXTURE_2D);
|
|
||||||
}
|
|
||||||
|
|
||||||
frontlerp = 1.0 - backlerp;
|
frontlerp = 1.0 - backlerp;
|
||||||
|
|
||||||
/* move should be the delta back to the previous frame * backlerp */
|
/* move should be the delta back to the previous frame * backlerp */
|
||||||
|
@ -154,27 +141,6 @@ R_DrawAliasFrameLerp(entity_t *currententity, dmdl_t *paliashdr, float backlerp)
|
||||||
|
|
||||||
R_LerpVerts(currententity, paliashdr->num_xyz, v, ov, verts, lerp, move, frontv, backv);
|
R_LerpVerts(currententity, paliashdr->num_xyz, v, ov, verts, lerp, move, frontv, backv);
|
||||||
|
|
||||||
#ifdef _MSC_VER // workaround for lack of VLAs (=> our workaround uses alloca() which is bad in loops)
|
|
||||||
int maxCount = 0;
|
|
||||||
const int* tmpOrder = order;
|
|
||||||
while (1)
|
|
||||||
{
|
|
||||||
int c = *tmpOrder++;
|
|
||||||
if (!c)
|
|
||||||
break;
|
|
||||||
if ( c < 0 )
|
|
||||||
c = -c;
|
|
||||||
if ( c > maxCount )
|
|
||||||
maxCount = c;
|
|
||||||
|
|
||||||
tmpOrder += 3 * c;
|
|
||||||
}
|
|
||||||
|
|
||||||
YQ2_VLA( GLfloat, vtx, 3 * maxCount );
|
|
||||||
YQ2_VLA( GLfloat, tex, 2 * maxCount );
|
|
||||||
YQ2_VLA( GLfloat, clr, 4 * maxCount );
|
|
||||||
#endif
|
|
||||||
|
|
||||||
while (1)
|
while (1)
|
||||||
{
|
{
|
||||||
/* get the vertex count and primitive type */
|
/* get the vertex count and primitive type */
|
||||||
|
@ -188,25 +154,13 @@ R_DrawAliasFrameLerp(entity_t *currententity, dmdl_t *paliashdr, float backlerp)
|
||||||
if (count < 0)
|
if (count < 0)
|
||||||
{
|
{
|
||||||
count = -count;
|
count = -count;
|
||||||
|
R_SetBufferIndices(GL_TRIANGLE_FAN, count);
|
||||||
type = GL_TRIANGLE_FAN;
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
type = GL_TRIANGLE_STRIP;
|
R_SetBufferIndices(GL_TRIANGLE_STRIP, count);
|
||||||
}
|
}
|
||||||
|
|
||||||
total = count;
|
|
||||||
|
|
||||||
#ifndef _MSC_VER // we have real VLAs, so it's safe to use one in this loop
|
|
||||||
YQ2_VLA(GLfloat, vtx, 3*total);
|
|
||||||
YQ2_VLA(GLfloat, tex, 2*total);
|
|
||||||
YQ2_VLA(GLfloat, clr, 4*total);
|
|
||||||
#endif
|
|
||||||
unsigned int index_vtx = 0;
|
|
||||||
unsigned int index_tex = 0;
|
|
||||||
unsigned int index_clr = 0;
|
|
||||||
|
|
||||||
if (currententity->flags &
|
if (currententity->flags &
|
||||||
(RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE))
|
(RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE))
|
||||||
{
|
{
|
||||||
|
@ -215,14 +169,11 @@ R_DrawAliasFrameLerp(entity_t *currententity, dmdl_t *paliashdr, float backlerp)
|
||||||
index_xyz = order[2];
|
index_xyz = order[2];
|
||||||
order += 3;
|
order += 3;
|
||||||
|
|
||||||
clr[index_clr++] = shadelight[0];
|
R_BufferVertex(s_lerped[index_xyz][0],
|
||||||
clr[index_clr++] = shadelight[1];
|
s_lerped[index_xyz][1], s_lerped[index_xyz][2]);
|
||||||
clr[index_clr++] = shadelight[2];
|
|
||||||
clr[index_clr++] = alpha;
|
|
||||||
|
|
||||||
vtx[index_vtx++] = s_lerped[index_xyz][0];
|
R_BufferColor(shadelight[0], shadelight[1],
|
||||||
vtx[index_vtx++] = s_lerped[index_xyz][1];
|
shadelight[2], alpha);
|
||||||
vtx[index_vtx++] = s_lerped[index_xyz][2];
|
|
||||||
}
|
}
|
||||||
while (--count);
|
while (--count);
|
||||||
}
|
}
|
||||||
|
@ -231,8 +182,8 @@ R_DrawAliasFrameLerp(entity_t *currententity, dmdl_t *paliashdr, float backlerp)
|
||||||
do
|
do
|
||||||
{
|
{
|
||||||
/* texture coordinates come from the draw list */
|
/* texture coordinates come from the draw list */
|
||||||
tex[index_tex++] = ((float *) order)[0];
|
tex[0] = ((float *)order)[0];
|
||||||
tex[index_tex++] = ((float *) order)[1];
|
tex[1] = ((float *)order)[1];
|
||||||
|
|
||||||
index_xyz = order[2];
|
index_xyz = order[2];
|
||||||
order += 3;
|
order += 3;
|
||||||
|
@ -240,41 +191,16 @@ R_DrawAliasFrameLerp(entity_t *currententity, dmdl_t *paliashdr, float backlerp)
|
||||||
/* normals and vertexes come from the frame list */
|
/* normals and vertexes come from the frame list */
|
||||||
l = shadedots[verts[index_xyz].lightnormalindex];
|
l = shadedots[verts[index_xyz].lightnormalindex];
|
||||||
|
|
||||||
clr[index_clr++] = l * shadelight[0];
|
R_BufferVertex(s_lerped[index_xyz][0],
|
||||||
clr[index_clr++] = l * shadelight[1];
|
s_lerped[index_xyz][1], s_lerped[index_xyz][2]);
|
||||||
clr[index_clr++] = l * shadelight[2];
|
|
||||||
clr[index_clr++] = alpha;
|
|
||||||
|
|
||||||
vtx[index_vtx++] = s_lerped[index_xyz][0];
|
R_BufferSingleTex(tex[0], tex[1]);
|
||||||
vtx[index_vtx++] = s_lerped[index_xyz][1];
|
|
||||||
vtx[index_vtx++] = s_lerped[index_xyz][2];
|
R_BufferColor(l * shadelight[0], l * shadelight[1],
|
||||||
|
l * shadelight[2], alpha);
|
||||||
}
|
}
|
||||||
while (--count);
|
while (--count);
|
||||||
}
|
}
|
||||||
|
|
||||||
glEnableClientState(GL_VERTEX_ARRAY);
|
|
||||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
||||||
glEnableClientState(GL_COLOR_ARRAY);
|
|
||||||
|
|
||||||
glVertexPointer(3, GL_FLOAT, 0, vtx);
|
|
||||||
glTexCoordPointer(2, GL_FLOAT, 0, tex);
|
|
||||||
glColorPointer(4, GL_FLOAT, 0, clr);
|
|
||||||
glDrawArrays(type, 0, total);
|
|
||||||
|
|
||||||
glDisableClientState(GL_VERTEX_ARRAY);
|
|
||||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
||||||
glDisableClientState(GL_COLOR_ARRAY);
|
|
||||||
}
|
|
||||||
|
|
||||||
YQ2_VLAFREE( vtx );
|
|
||||||
YQ2_VLAFREE( tex );
|
|
||||||
YQ2_VLAFREE( clr )
|
|
||||||
|
|
||||||
if (currententity->flags &
|
|
||||||
(RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE |
|
|
||||||
RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM))
|
|
||||||
{
|
|
||||||
glEnable(GL_TEXTURE_2D);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -557,7 +483,6 @@ R_DrawAliasModel(entity_t *currententity, const model_t *currentmodel)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
R_EnableMultitexture(false);
|
|
||||||
paliashdr = (dmdl_t *)currentmodel->extradata;
|
paliashdr = (dmdl_t *)currentmodel->extradata;
|
||||||
|
|
||||||
/* get lighting information */
|
/* get lighting information */
|
||||||
|
@ -685,7 +610,6 @@ R_DrawAliasModel(entity_t *currententity, const model_t *currentmodel)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/* ir goggles color override */
|
/* ir goggles color override */
|
||||||
if (r_newrefdef.rdflags & RDF_IRGOGGLES && currententity->flags &
|
if (r_newrefdef.rdflags & RDF_IRGOGGLES && currententity->flags &
|
||||||
RF_IR_VISIBLE)
|
RF_IR_VISIBLE)
|
||||||
|
@ -707,45 +631,6 @@ R_DrawAliasModel(entity_t *currententity, const model_t *currentmodel)
|
||||||
/* locate the proper data */
|
/* locate the proper data */
|
||||||
c_alias_polys += paliashdr->num_tris;
|
c_alias_polys += paliashdr->num_tris;
|
||||||
|
|
||||||
/* draw all the triangles */
|
|
||||||
if (currententity->flags & RF_DEPTHHACK)
|
|
||||||
{
|
|
||||||
/* hack the depth range to prevent view model from poking into walls */
|
|
||||||
glDepthRange(gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin));
|
|
||||||
}
|
|
||||||
|
|
||||||
if (currententity->flags & RF_WEAPONMODEL)
|
|
||||||
{
|
|
||||||
extern void R_MYgluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar);
|
|
||||||
|
|
||||||
glMatrixMode(GL_PROJECTION);
|
|
||||||
glPushMatrix();
|
|
||||||
glLoadIdentity();
|
|
||||||
|
|
||||||
if (gl_lefthand->value == 1.0F)
|
|
||||||
{
|
|
||||||
glScalef(-1, 1, 1);
|
|
||||||
}
|
|
||||||
|
|
||||||
float dist = (r_farsee->value == 0) ? 4096.0f : 8192.0f;
|
|
||||||
|
|
||||||
if (r_gunfov->value < 0)
|
|
||||||
{
|
|
||||||
R_MYgluPerspective(r_newrefdef.fov_y, (float)r_newrefdef.width / r_newrefdef.height, 4, dist);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
R_MYgluPerspective(r_gunfov->value, (float)r_newrefdef.width / r_newrefdef.height, 4, dist);
|
|
||||||
}
|
|
||||||
|
|
||||||
glMatrixMode(GL_MODELVIEW);
|
|
||||||
|
|
||||||
if (gl_lefthand->value == 1.0F)
|
|
||||||
{
|
|
||||||
glCullFace(GL_BACK);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
glPushMatrix();
|
glPushMatrix();
|
||||||
currententity->angles[PITCH] = -currententity->angles[PITCH];
|
currententity->angles[PITCH] = -currententity->angles[PITCH];
|
||||||
R_RotateForEntity(currententity);
|
R_RotateForEntity(currententity);
|
||||||
|
@ -778,18 +663,6 @@ R_DrawAliasModel(entity_t *currententity, const model_t *currentmodel)
|
||||||
skin = r_notexture; /* fallback... */
|
skin = r_notexture; /* fallback... */
|
||||||
}
|
}
|
||||||
|
|
||||||
R_Bind(skin->texnum);
|
|
||||||
|
|
||||||
/* draw it */
|
|
||||||
glShadeModel(GL_SMOOTH);
|
|
||||||
|
|
||||||
R_TexEnv(GL_MODULATE);
|
|
||||||
|
|
||||||
if (currententity->flags & RF_TRANSLUCENT)
|
|
||||||
{
|
|
||||||
glEnable(GL_BLEND);
|
|
||||||
}
|
|
||||||
|
|
||||||
if ((currententity->frame >= paliashdr->num_frames) ||
|
if ((currententity->frame >= paliashdr->num_frames) ||
|
||||||
(currententity->frame < 0))
|
(currententity->frame < 0))
|
||||||
{
|
{
|
||||||
|
@ -813,7 +686,9 @@ R_DrawAliasModel(entity_t *currententity, const model_t *currentmodel)
|
||||||
currententity->backlerp = 0;
|
currententity->backlerp = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
R_UpdateGLBuffer(buf_alias, skin->texnum, 0, currententity->flags, 1);
|
||||||
R_DrawAliasFrameLerp(currententity, paliashdr, currententity->backlerp);
|
R_DrawAliasFrameLerp(currententity, paliashdr, currententity->backlerp);
|
||||||
|
R_ApplyGLBuffer();
|
||||||
|
|
||||||
R_TexEnv(GL_REPLACE);
|
R_TexEnv(GL_REPLACE);
|
||||||
glShadeModel(GL_FLAT);
|
glShadeModel(GL_FLAT);
|
||||||
|
@ -836,25 +711,6 @@ R_DrawAliasModel(entity_t *currententity, const model_t *currentmodel)
|
||||||
glEnable(GL_CULL_FACE);
|
glEnable(GL_CULL_FACE);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (currententity->flags & RF_WEAPONMODEL)
|
|
||||||
{
|
|
||||||
glMatrixMode(GL_PROJECTION);
|
|
||||||
glPopMatrix();
|
|
||||||
glMatrixMode(GL_MODELVIEW);
|
|
||||||
if (gl_lefthand->value == 1.0F)
|
|
||||||
glCullFace(GL_FRONT);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (currententity->flags & RF_TRANSLUCENT)
|
|
||||||
{
|
|
||||||
glDisable(GL_BLEND);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (currententity->flags & RF_DEPTHHACK)
|
|
||||||
{
|
|
||||||
glDepthRange(gldepthmin, gldepthmax);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (gl_shadows->value &&
|
if (gl_shadows->value &&
|
||||||
!(currententity->flags & (RF_TRANSLUCENT | RF_WEAPONMODEL | RF_NOSHADOW)))
|
!(currententity->flags & (RF_TRANSLUCENT | RF_WEAPONMODEL | RF_NOSHADOW)))
|
||||||
{
|
{
|
||||||
|
|
|
@ -113,6 +113,7 @@ typedef enum
|
||||||
buf_singletex,
|
buf_singletex,
|
||||||
buf_mtex,
|
buf_mtex,
|
||||||
buf_alpha,
|
buf_alpha,
|
||||||
|
buf_alias,
|
||||||
buf_flash
|
buf_flash
|
||||||
} buffered_draw_t;
|
} buffered_draw_t;
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue