diff --git a/src/client/refresh/gl1/gl1_light.c b/src/client/refresh/gl1/gl1_light.c index 8988546d..ef580fd8 100644 --- a/src/client/refresh/gl1/gl1_light.c +++ b/src/client/refresh/gl1/gl1_light.c @@ -96,7 +96,7 @@ R_RenderDlights(void) /* because the count hasn't advanced yet for this frame */ r_dlightframecount = r_framecount + 1; - glDepthMask(0); + glDepthMask(GL_FALSE); glDisable(GL_TEXTURE_2D); glShadeModel(GL_SMOOTH); glEnable(GL_BLEND); @@ -113,7 +113,7 @@ R_RenderDlights(void) glDisable(GL_BLEND); glEnable(GL_TEXTURE_2D); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDepthMask(1); + glDepthMask(GL_TRUE); } void diff --git a/src/client/refresh/gl1/gl1_main.c b/src/client/refresh/gl1/gl1_main.c index fdbdfe75..cc61bdd7 100644 --- a/src/client/refresh/gl1/gl1_main.c +++ b/src/client/refresh/gl1/gl1_main.c @@ -369,7 +369,7 @@ R_DrawEntitiesOnList(void) /* draw transparent entities we could sort these if it ever becomes a problem... */ - glDepthMask(0); + glDepthMask(GL_FALSE); for (i = 0; i < r_newrefdef.num_entities; i++) { @@ -413,7 +413,7 @@ R_DrawEntitiesOnList(void) } } - glDepthMask(1); /* back to writing */ + glDepthMask(GL_TRUE); /* back to writing */ } void @@ -510,7 +510,7 @@ R_DrawParticles2(int num_particles, const particle_t particles[], glDisable(GL_BLEND); glColor4f(1, 1, 1, 1); - glDepthMask(1); /* back to normal Z buffering */ + glDepthMask(GL_TRUE); /* back to normal Z buffering */ R_TexEnv(GL_REPLACE); YQ2_VLAFREE(vtx); @@ -814,7 +814,7 @@ R_Clear(void) // Check whether the stencil buffer needs clearing, and do so if need be. GLbitfield stencilFlags = 0; if (gl_state.stereo_mode >= STEREO_MODE_ROW_INTERLEAVED && gl_state.stereo_mode <= STEREO_MODE_PIXEL_INTERLEAVED) { - glClearStencil(0); + glClearStencil(GL_FALSE); stencilFlags |= GL_STENCIL_BUFFER_BIT; } @@ -875,7 +875,7 @@ R_Clear(void) /* stencilbuffer shadows */ if (gl_shadows->value && gl_state.stencil && gl1_stencilshadow->value) { - glClearStencil(1); + glClearStencil(GL_TRUE); glClear(GL_STENCIL_BUFFER_BIT); } } diff --git a/src/client/refresh/gl1/gl1_surf.c b/src/client/refresh/gl1/gl1_surf.c index 1b29bfee..e824ce31 100644 --- a/src/client/refresh/gl1/gl1_surf.c +++ b/src/client/refresh/gl1/gl1_surf.c @@ -232,7 +232,7 @@ R_BlendLightmaps(const model_t *currentmodel) } /* don't bother writing Z */ - glDepthMask(0); + glDepthMask(GL_FALSE); /* set the appropriate blending mode unless we're only looking at the lightmaps. */ @@ -397,7 +397,7 @@ R_BlendLightmaps(const model_t *currentmodel) /* restore state */ glDisable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDepthMask(1); + glDepthMask(GL_TRUE); } static void diff --git a/src/client/refresh/gl3/gl3_main.c b/src/client/refresh/gl3/gl3_main.c index e1bac34b..164c3079 100644 --- a/src/client/refresh/gl3/gl3_main.c +++ b/src/client/refresh/gl3/gl3_main.c @@ -1124,7 +1124,7 @@ GL3_DrawEntitiesOnList(void) /* draw transparent entities we could sort these if it ever becomes a problem... */ - glDepthMask(0); + glDepthMask(GL_FALSE); for (i = 0; i < gl3_newrefdef.num_entities; i++) { @@ -1170,7 +1170,7 @@ GL3_DrawEntitiesOnList(void) GL3_DrawAliasShadows(); - glDepthMask(1); /* back to writing */ + glDepthMask(GL_TRUE); /* back to writing */ } static void @@ -1790,7 +1790,7 @@ GL3_Clear(void) GLbitfield stencilFlags = 0; #if 0 // TODO: stereo stuff if (gl3state.stereo_mode >= STEREO_MODE_ROW_INTERLEAVED && gl_state.stereo_mode <= STEREO_MODE_PIXEL_INTERLEAVED) { - glClearStencil(0); + glClearStencil(GL_FALSE); stencilFlags |= GL_STENCIL_BUFFER_BIT; } #endif // 0 @@ -1826,7 +1826,7 @@ GL3_Clear(void) /* stencilbuffer shadows */ if (gl_shadows->value && gl3config.stencil) { - glClearStencil(1); + glClearStencil(GL_TRUE); glClear(GL_STENCIL_BUFFER_BIT); } } diff --git a/src/client/refresh/gl4/gl4_main.c b/src/client/refresh/gl4/gl4_main.c index 763f24dd..de563903 100644 --- a/src/client/refresh/gl4/gl4_main.c +++ b/src/client/refresh/gl4/gl4_main.c @@ -1095,7 +1095,7 @@ GL4_DrawEntitiesOnList(void) /* draw transparent entities we could sort these if it ever becomes a problem... */ - glDepthMask(0); + glDepthMask(GL_FALSE); for (i = 0; i < gl4_newrefdef.num_entities; i++) { @@ -1141,8 +1141,7 @@ GL4_DrawEntitiesOnList(void) GL4_DrawAliasShadows(); - glDepthMask(1); /* back to writing */ - + glDepthMask(GL_TRUE); /* back to writing */ } static void @@ -1757,7 +1756,7 @@ GL4_Clear(void) GLbitfield stencilFlags = 0; #if 0 // TODO: stereo stuff if (gl4state.stereo_mode >= STEREO_MODE_ROW_INTERLEAVED && gl_state.stereo_mode <= STEREO_MODE_PIXEL_INTERLEAVED) { - glClearStencil(0); + glClearStencil(GL_FALSE); stencilFlags |= GL_STENCIL_BUFFER_BIT; } #endif // 0 @@ -1793,7 +1792,7 @@ GL4_Clear(void) /* stencilbuffer shadows */ if (gl_shadows->value && gl4config.stencil) { - glClearStencil(1); + glClearStencil(GL_TRUE); glClear(GL_STENCIL_BUFFER_BIT); } }