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Add case for when gl point parameters are not supported
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parent
af45aa56f1
commit
6a9f0c46d7
3 changed files with 42 additions and 16 deletions
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@ -1671,22 +1671,8 @@ RI_BeginFrame(float camera_separation)
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if (gl1_particle_square->modified)
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if (gl1_particle_square->modified)
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{
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{
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R_InitParticleTexture();
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gl1_particle_square->modified = false;
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gl1_particle_square->modified = false;
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/* yamagi: GL_POINT_SMOOTH is not implemented by some
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OpenGL drivers, especially the crappy Mesa3D backends
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like i915.so. That the points are squares and not
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circles is not a problem by Quake II! */
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switch ((int)gl1_particle_square->value)
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{
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default:
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glDisable(GL_POINT_SMOOTH);
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break;
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case 0:
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glEnable(GL_POINT_SMOOTH);
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break;
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}
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}
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}
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/* draw buffer stuff */
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/* draw buffer stuff */
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@ -45,6 +45,25 @@ static byte dottexture[16][16] = {
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
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};
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};
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static byte squaretexture[16][16] = {
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 3, 3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0},
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{0, 3, 3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0},
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{0, 3, 3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0},
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{0, 3, 3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0},
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{0, 3, 3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0},
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{0, 3, 3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0},
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{0, 3, 3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0},
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{0, 3, 3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
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};
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static byte notex[4][4] = {
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static byte notex[4][4] = {
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{0, 0, 0, 0},
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{0, 0, 0, 0},
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{0, 0, 1, 1},
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{0, 0, 1, 1},
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@ -68,6 +87,13 @@ R_InitParticleTexture(void)
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byte partData[16][16][4];
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byte partData[16][16][4];
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byte notexData[8][8][4];
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byte notexData[8][8][4];
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byte (*sourcetexture)[16][16] = &dottexture;
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if (gl1_particle_square->value)
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{
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sourcetexture = &squaretexture;
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}
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/* particle texture */
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/* particle texture */
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for (x = 0; x < 16; x++)
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for (x = 0; x < 16; x++)
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{
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{
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@ -76,7 +102,7 @@ R_InitParticleTexture(void)
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partData[y][x][0] = 255;
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partData[y][x][0] = 255;
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partData[y][x][1] = 255;
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partData[y][x][1] = 255;
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partData[y][x][2] = 255;
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partData[y][x][2] = 255;
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partData[y][x][3] = dottexture[x][y] * 85;
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partData[y][x][3] = *sourcetexture[x][y] * 85;
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}
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}
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}
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}
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@ -189,6 +215,19 @@ R_SetDefaultState(void)
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attenuations[1] = gl1_particle_att_b->value;
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attenuations[1] = gl1_particle_att_b->value;
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attenuations[2] = gl1_particle_att_c->value;
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attenuations[2] = gl1_particle_att_c->value;
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/* GL_POINT_SMOOTH is not implemented by some OpenGL
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drivers, especially the crappy Mesa3D backends like
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i915.so. That the points are squares and not circles
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is not a problem by Quake II! */
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if (gl1_particle_square->value)
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{
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glDisable(GL_POINT_SMOOTH);
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}
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else
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{
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glEnable(GL_POINT_SMOOTH);
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}
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qglPointParameterfARB(GL_POINT_SIZE_MIN_EXT, gl1_particle_min_size->value);
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qglPointParameterfARB(GL_POINT_SIZE_MIN_EXT, gl1_particle_min_size->value);
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qglPointParameterfARB(GL_POINT_SIZE_MAX_EXT, gl1_particle_max_size->value);
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qglPointParameterfARB(GL_POINT_SIZE_MAX_EXT, gl1_particle_max_size->value);
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qglPointParameterfvARB(GL_DISTANCE_ATTENUATION_EXT, attenuations);
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qglPointParameterfvARB(GL_DISTANCE_ATTENUATION_EXT, attenuations);
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@ -187,6 +187,7 @@ extern cvar_t *gl1_particle_size;
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extern cvar_t *gl1_particle_att_a;
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extern cvar_t *gl1_particle_att_a;
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extern cvar_t *gl1_particle_att_b;
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extern cvar_t *gl1_particle_att_b;
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extern cvar_t *gl1_particle_att_c;
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extern cvar_t *gl1_particle_att_c;
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extern cvar_t *gl1_particle_square;
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extern cvar_t *r_mode;
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extern cvar_t *r_mode;
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extern cvar_t *r_customwidth;
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extern cvar_t *r_customwidth;
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