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https://github.com/yquake2/yquake2remaster.git
synced 2024-11-22 12:41:21 +00:00
Correct OpenGL boolean flags.
This commit is contained in:
parent
d3bf7368c4
commit
5b44620c0e
5 changed files with 17 additions and 18 deletions
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@ -96,7 +96,7 @@ R_RenderDlights(void)
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/* because the count hasn't advanced yet for this frame */
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r_dlightframecount = r_framecount + 1;
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glDepthMask(0);
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glDepthMask(GL_FALSE);
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glDisable(GL_TEXTURE_2D);
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glShadeModel(GL_SMOOTH);
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glEnable(GL_BLEND);
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@ -113,7 +113,7 @@ R_RenderDlights(void)
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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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glDepthMask(1);
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glDepthMask(GL_TRUE);
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}
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void
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@ -369,7 +369,7 @@ R_DrawEntitiesOnList(void)
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/* draw transparent entities
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we could sort these if it ever
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becomes a problem... */
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glDepthMask(0);
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glDepthMask(GL_FALSE);
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for (i = 0; i < r_newrefdef.num_entities; i++)
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{
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@ -413,7 +413,7 @@ R_DrawEntitiesOnList(void)
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}
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}
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glDepthMask(1); /* back to writing */
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glDepthMask(GL_TRUE); /* back to writing */
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}
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void
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@ -510,7 +510,7 @@ R_DrawParticles2(int num_particles, const particle_t particles[],
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glDisable(GL_BLEND);
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glColor4f(1, 1, 1, 1);
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glDepthMask(1); /* back to normal Z buffering */
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glDepthMask(GL_TRUE); /* back to normal Z buffering */
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R_TexEnv(GL_REPLACE);
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YQ2_VLAFREE(vtx);
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@ -814,7 +814,7 @@ R_Clear(void)
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// Check whether the stencil buffer needs clearing, and do so if need be.
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GLbitfield stencilFlags = 0;
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if (gl_state.stereo_mode >= STEREO_MODE_ROW_INTERLEAVED && gl_state.stereo_mode <= STEREO_MODE_PIXEL_INTERLEAVED) {
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glClearStencil(0);
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glClearStencil(GL_FALSE);
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stencilFlags |= GL_STENCIL_BUFFER_BIT;
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}
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@ -875,7 +875,7 @@ R_Clear(void)
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/* stencilbuffer shadows */
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if (gl_shadows->value && gl_state.stencil && gl1_stencilshadow->value)
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{
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glClearStencil(1);
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glClearStencil(GL_TRUE);
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glClear(GL_STENCIL_BUFFER_BIT);
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}
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}
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@ -232,7 +232,7 @@ R_BlendLightmaps(const model_t *currentmodel)
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}
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/* don't bother writing Z */
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glDepthMask(0);
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glDepthMask(GL_FALSE);
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/* set the appropriate blending mode unless
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we're only looking at the lightmaps. */
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@ -397,7 +397,7 @@ R_BlendLightmaps(const model_t *currentmodel)
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/* restore state */
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glDisable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask(1);
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glDepthMask(GL_TRUE);
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}
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static void
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@ -1124,7 +1124,7 @@ GL3_DrawEntitiesOnList(void)
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/* draw transparent entities
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we could sort these if it ever
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becomes a problem... */
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glDepthMask(0);
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glDepthMask(GL_FALSE);
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for (i = 0; i < gl3_newrefdef.num_entities; i++)
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{
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@ -1170,7 +1170,7 @@ GL3_DrawEntitiesOnList(void)
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GL3_DrawAliasShadows();
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glDepthMask(1); /* back to writing */
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glDepthMask(GL_TRUE); /* back to writing */
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}
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static void
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@ -1790,7 +1790,7 @@ GL3_Clear(void)
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GLbitfield stencilFlags = 0;
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#if 0 // TODO: stereo stuff
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if (gl3state.stereo_mode >= STEREO_MODE_ROW_INTERLEAVED && gl_state.stereo_mode <= STEREO_MODE_PIXEL_INTERLEAVED) {
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glClearStencil(0);
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glClearStencil(GL_FALSE);
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stencilFlags |= GL_STENCIL_BUFFER_BIT;
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}
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#endif // 0
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@ -1826,7 +1826,7 @@ GL3_Clear(void)
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/* stencilbuffer shadows */
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if (gl_shadows->value && gl3config.stencil)
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{
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glClearStencil(1);
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glClearStencil(GL_TRUE);
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glClear(GL_STENCIL_BUFFER_BIT);
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}
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}
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@ -1095,7 +1095,7 @@ GL4_DrawEntitiesOnList(void)
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/* draw transparent entities
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we could sort these if it ever
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becomes a problem... */
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glDepthMask(0);
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glDepthMask(GL_FALSE);
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for (i = 0; i < gl4_newrefdef.num_entities; i++)
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{
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@ -1141,8 +1141,7 @@ GL4_DrawEntitiesOnList(void)
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GL4_DrawAliasShadows();
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glDepthMask(1); /* back to writing */
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glDepthMask(GL_TRUE); /* back to writing */
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}
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static void
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@ -1757,7 +1756,7 @@ GL4_Clear(void)
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GLbitfield stencilFlags = 0;
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#if 0 // TODO: stereo stuff
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if (gl4state.stereo_mode >= STEREO_MODE_ROW_INTERLEAVED && gl_state.stereo_mode <= STEREO_MODE_PIXEL_INTERLEAVED) {
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glClearStencil(0);
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glClearStencil(GL_FALSE);
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stencilFlags |= GL_STENCIL_BUFFER_BIT;
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}
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#endif // 0
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@ -1793,7 +1792,7 @@ GL4_Clear(void)
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/* stencilbuffer shadows */
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if (gl_shadows->value && gl4config.stencil)
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{
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glClearStencil(1);
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glClearStencil(GL_TRUE);
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glClear(GL_STENCIL_BUFFER_BIT);
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}
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}
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