mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-10 07:12:07 +00:00
Remove dead cvars and support code
This commit is contained in:
parent
cd61504af8
commit
f064c76eb2
3 changed files with 28 additions and 158 deletions
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@ -213,11 +213,9 @@ extern cvar_t *gl_overbrightbits;
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extern cvar_t *gl_vertex_arrays;
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extern cvar_t *gl_ext_swapinterval;
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extern cvar_t *gl_palettedtexture;
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extern cvar_t *gl_multitexture;
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extern cvar_t *gl_pointparameters;
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extern cvar_t *gl_ext_compiled_vertex_array;
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extern cvar_t *gl_mtexcombine;
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extern cvar_t *gl_particle_min_size;
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@ -227,10 +225,7 @@ extern cvar_t *gl_particle_att_a;
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extern cvar_t *gl_particle_att_b;
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extern cvar_t *gl_particle_att_c;
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extern cvar_t *gl_nosubimage;
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extern cvar_t *gl_bitdepth;
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extern cvar_t *gl_mode;
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extern cvar_t *gl_customwidth;
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extern cvar_t *gl_customheight;
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@ -243,25 +238,18 @@ extern cvar_t *gl_dynamic;
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extern cvar_t *gl_nobind;
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extern cvar_t *gl_round_down;
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extern cvar_t *gl_picmip;
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extern cvar_t *gl_skymip;
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extern cvar_t *gl_showtris;
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extern cvar_t *gl_finish;
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extern cvar_t *gl_ztrick;
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extern cvar_t *gl_zfix;
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extern cvar_t *gl_clear;
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extern cvar_t *gl_cull;
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extern cvar_t *gl_poly;
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extern cvar_t *gl_texsort;
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extern cvar_t *gl_polyblend;
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extern cvar_t *gl_flashblend;
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extern cvar_t *gl_lightmaptype;
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extern cvar_t *gl_modulate;
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extern cvar_t *gl_playermip;
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extern cvar_t *gl_drawbuffer;
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extern cvar_t *gl_3dlabs_broken;
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extern cvar_t *gl_swapinterval;
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extern cvar_t *gl_anisotropic;
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extern cvar_t *gl_anisotropic_avail;
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extern cvar_t *gl_texturemode;
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extern cvar_t *gl_texturealphamode;
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extern cvar_t *gl_texturesolidmode;
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@ -274,7 +262,6 @@ extern cvar_t *vid_gamma;
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extern cvar_t *intensity;
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extern int gl_lightmap_format;
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extern int gl_solid_format;
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extern int gl_alpha_format;
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extern int gl_tex_solid_format;
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@ -83,11 +83,6 @@ cvar_t *gl_farsee;
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cvar_t *gl_lightlevel;
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cvar_t *gl_overbrightbits;
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cvar_t *gl_nosubimage;
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cvar_t *gl_allow_software;
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cvar_t *gl_vertex_arrays;
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cvar_t *gl_particle_min_size;
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cvar_t *gl_particle_max_size;
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cvar_t *gl_particle_size;
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@ -95,14 +90,11 @@ cvar_t *gl_particle_att_a;
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cvar_t *gl_particle_att_b;
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cvar_t *gl_particle_att_c;
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cvar_t *gl_ext_swapinterval;
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cvar_t *gl_palettedtexture;
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cvar_t *gl_multitexture;
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cvar_t *gl_pointparameters;
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cvar_t *gl_ext_compiled_vertex_array;
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cvar_t *gl_mtexcombine;
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cvar_t *gl_bitdepth;
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cvar_t *gl_drawbuffer;
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cvar_t *gl_lightmap;
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cvar_t *gl_shadows;
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@ -119,7 +111,6 @@ cvar_t *gl_modulate;
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cvar_t *gl_nobind;
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cvar_t *gl_round_down;
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cvar_t *gl_picmip;
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cvar_t *gl_skymip;
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cvar_t *gl_showtris;
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cvar_t *gl_ztrick;
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cvar_t *gl_zfix;
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@ -128,14 +119,12 @@ cvar_t *gl_clear;
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cvar_t *gl_cull;
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cvar_t *gl_polyblend;
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cvar_t *gl_flashblend;
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cvar_t *gl_playermip;
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cvar_t *gl_saturatelighting;
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cvar_t *gl_swapinterval;
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cvar_t *gl_texturemode;
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cvar_t *gl_texturealphamode;
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cvar_t *gl_texturesolidmode;
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cvar_t *gl_anisotropic;
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cvar_t *gl_anisotropic_avail;
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cvar_t *gl_lockpvs;
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cvar_t *gl_msaa_samples;
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@ -1216,9 +1205,6 @@ R_Register(void)
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gl_lightlevel = Cvar_Get("gl_lightlevel", "0", 0);
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gl_overbrightbits = Cvar_Get("gl_overbrightbits", "2", CVAR_ARCHIVE);
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gl_nosubimage = Cvar_Get("gl_nosubimage", "0", 0);
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gl_allow_software = Cvar_Get("gl_allow_software", "0", 0);
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gl_particle_min_size = Cvar_Get("gl_particle_min_size", "2", CVAR_ARCHIVE);
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gl_particle_max_size = Cvar_Get("gl_particle_max_size", "40", CVAR_ARCHIVE);
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gl_particle_size = Cvar_Get("gl_particle_size", "40", CVAR_ARCHIVE);
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@ -1227,7 +1213,6 @@ R_Register(void)
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gl_particle_att_c = Cvar_Get("gl_particle_att_c", "0.01", CVAR_ARCHIVE);
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gl_modulate = Cvar_Get("gl_modulate", "1", CVAR_ARCHIVE);
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gl_bitdepth = Cvar_Get("gl_bitdepth", "0", 0);
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gl_mode = Cvar_Get("gl_mode", "4", CVAR_ARCHIVE);
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gl_lightmap = Cvar_Get("gl_lightmap", "0", 0);
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gl_shadows = Cvar_Get("gl_shadows", "0", CVAR_ARCHIVE);
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@ -1236,7 +1221,6 @@ R_Register(void)
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gl_nobind = Cvar_Get("gl_nobind", "0", 0);
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gl_round_down = Cvar_Get("gl_round_down", "1", 0);
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gl_picmip = Cvar_Get("gl_picmip", "0", 0);
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gl_skymip = Cvar_Get("gl_skymip", "0", 0);
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gl_showtris = Cvar_Get("gl_showtris", "0", 0);
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gl_ztrick = Cvar_Get("gl_ztrick", "0", 0);
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gl_zfix = Cvar_Get("gl_zfix", "0", 0);
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@ -1245,21 +1229,16 @@ R_Register(void)
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gl_cull = Cvar_Get("gl_cull", "1", 0);
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gl_polyblend = Cvar_Get("gl_polyblend", "1", 0);
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gl_flashblend = Cvar_Get("gl_flashblend", "0", 0);
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gl_playermip = Cvar_Get("gl_playermip", "0", 0);
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gl_texturemode = Cvar_Get("gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE);
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gl_texturealphamode = Cvar_Get("gl_texturealphamode", "default", CVAR_ARCHIVE);
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gl_texturesolidmode = Cvar_Get("gl_texturesolidmode", "default", CVAR_ARCHIVE);
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gl_anisotropic = Cvar_Get("gl_anisotropic", "0", CVAR_ARCHIVE);
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gl_anisotropic_avail = Cvar_Get("gl_anisotropic_avail", "0", 0);
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gl_lockpvs = Cvar_Get("gl_lockpvs", "0", 0);
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gl_vertex_arrays = Cvar_Get("gl_vertex_arrays", "0", CVAR_ARCHIVE);
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gl_ext_swapinterval = Cvar_Get("gl_ext_swapinterval", "1", CVAR_ARCHIVE);
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gl_palettedtexture = Cvar_Get("gl_palettedtexture", "0", CVAR_ARCHIVE);
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gl_multitexture = Cvar_Get("gl_multitexture", "0", CVAR_ARCHIVE);
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gl_pointparameters = Cvar_Get("gl_pointparameters", "1", CVAR_ARCHIVE);
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gl_ext_compiled_vertex_array = Cvar_Get("gl_ext_compiled_vertex_array", "1", CVAR_ARCHIVE);
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gl_mtexcombine = Cvar_Get("gl_mtexcombine", "1", CVAR_ARCHIVE);
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gl_drawbuffer = Cvar_Get("gl_drawbuffer", "GL_BACK", 0);
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@ -1426,7 +1405,7 @@ R_Init(void *hinstance, void *hWnd)
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if (gl_config.minor_version < 4)
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{
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QGL_Shutdown();
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VID_Printf(PRINT_ALL, "Support for OpenGL 1.4 wasn't found\n");
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VID_Printf(PRINT_ALL, "Support for OpenGL 1.4 is not available\n");
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return -1;
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}
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@ -155,101 +155,6 @@ R_DrawAliasFrameLerp(dmdl_t *paliashdr, float backlerp)
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R_LerpVerts(paliashdr->num_xyz, v, ov, verts, lerp, move, frontv, backv);
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if (gl_vertex_arrays->value)
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{
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float colorArray[MAX_VERTS * 4];
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, 16, s_lerped);
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if (currententity->flags &
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(RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE |
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RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM))
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{
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glColor4f(shadelight[0], shadelight[1], shadelight[2], alpha);
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}
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else
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{
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(3, GL_FLOAT, 0, colorArray);
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/* pre light everything */
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for (i = 0; i < paliashdr->num_xyz; i++)
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{
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float l = shadedots[verts[i].lightnormalindex];
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colorArray[i * 3 + 0] = l * shadelight[0];
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colorArray[i * 3 + 1] = l * shadelight[1];
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colorArray[i * 3 + 2] = l * shadelight[2];
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}
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}
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while (1)
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{
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/* get the vertex count and primitive type */
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count = *order++;
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if (!count)
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{
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break; /* done */
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}
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if (count < 0)
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{
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count = -count;
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type = GL_TRIANGLE_FAN;
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}
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else
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{
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type = GL_TRIANGLE_STRIP;
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}
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total = count;
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GLfloat vtx[3*total];
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GLfloat tex[2*total];
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unsigned int index_vtx = 0;
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unsigned int index_tex = 0;
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if (currententity->flags &
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(RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE |
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RF_SHELL_DOUBLE |
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RF_SHELL_HALF_DAM))
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{
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do
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{
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index_xyz = order[2];
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order += 3;
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vtx[index_vtx++] = s_lerped [ index_xyz ][0];
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vtx[index_vtx++] = s_lerped [ index_xyz ][1];
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vtx[index_vtx++] = s_lerped [ index_xyz ][2];
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}
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while (--count);
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}
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else
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{
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do
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{
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tex[index_tex++] = ( (float *) order ) [ 0 ];
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tex[index_tex++] = ( (float *) order ) [ 1 ];
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index_xyz = order [ 2 ];
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order += 3;
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}
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while (--count);
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}
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glEnableClientState( GL_VERTEX_ARRAY );
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glVertexPointer( 3, GL_FLOAT, 0, vtx );
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glDrawArrays( type, 0, total );
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glDisableClientState( GL_VERTEX_ARRAY );
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}
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}
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else
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{
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while (1)
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{
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/* get the vertex count and primitive type */
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@ -274,7 +179,7 @@ R_DrawAliasFrameLerp(dmdl_t *paliashdr, float backlerp)
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total = count;
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GLfloat vtx[3*total];
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GLfloat tex[2*total];
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GLfloat clr[4*total];
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GLfloat clr[4 * total];
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unsigned int index_vtx = 0;
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unsigned int index_tex = 0;
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unsigned int index_clr = 0;
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@ -287,14 +192,14 @@ R_DrawAliasFrameLerp(dmdl_t *paliashdr, float backlerp)
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index_xyz = order[2];
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order += 3;
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clr[index_clr++] = shadelight [ 0 ];
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clr[index_clr++] = shadelight [ 1 ];
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clr[index_clr++] = shadelight [ 2 ];
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clr[index_clr++] = alpha;
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clr[index_clr++] = shadelight[0];
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clr[index_clr++] = shadelight[1];
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clr[index_clr++] = shadelight[2];
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clr[index_clr++] = alpha;
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vtx[index_vtx++] = s_lerped [ index_xyz ][ 0 ];
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vtx[index_vtx++] = s_lerped [ index_xyz ][ 1 ];
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vtx[index_vtx++] = s_lerped [ index_xyz ][ 2 ];
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vtx[index_vtx++] = s_lerped[index_xyz][0];
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vtx[index_vtx++] = s_lerped[index_xyz][1];
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vtx[index_vtx++] = s_lerped[index_xyz][2];
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}
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while (--count);
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}
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@ -303,8 +208,8 @@ R_DrawAliasFrameLerp(dmdl_t *paliashdr, float backlerp)
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do
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{
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/* texture coordinates come from the draw list */
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tex[index_tex++] = ( (float *) order ) [ 0 ];
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tex[index_tex++] = ( (float *) order ) [ 1 ];
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tex[index_tex++] = ((float *) order)[0];
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tex[index_tex++] = ((float *) order)[1];
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index_xyz = order[2];
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order += 3;
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@ -312,32 +217,31 @@ R_DrawAliasFrameLerp(dmdl_t *paliashdr, float backlerp)
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/* normals and vertexes come from the frame list */
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l = shadedots[verts[index_xyz].lightnormalindex];
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clr[index_clr++] = l * shadelight [ 0 ];
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clr[index_clr++] = l * shadelight [ 1 ];
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clr[index_clr++] = l * shadelight [ 2 ];
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clr[index_clr++] = alpha;
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clr[index_clr++] = l * shadelight[0];
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clr[index_clr++] = l * shadelight[1];
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clr[index_clr++] = l * shadelight[2];
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clr[index_clr++] = alpha;
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vtx[index_vtx++] = s_lerped [ index_xyz ][ 0 ];
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vtx[index_vtx++] = s_lerped [ index_xyz ][ 1 ];
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vtx[index_vtx++] = s_lerped [ index_xyz ][ 2 ];
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vtx[index_vtx++] = s_lerped[index_xyz][0];
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vtx[index_vtx++] = s_lerped[index_xyz][1];
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vtx[index_vtx++] = s_lerped[index_xyz][2];
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}
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while (--count);
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}
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glEnableClientState( GL_VERTEX_ARRAY );
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glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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glEnableClientState( GL_COLOR_ARRAY );
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glVertexPointer( 3, GL_FLOAT, 0, vtx );
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glTexCoordPointer( 2, GL_FLOAT, 0, tex );
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glColorPointer( 4, GL_FLOAT, 0, clr );
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glDrawArrays( type, 0, total );
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glVertexPointer(3, GL_FLOAT, 0, vtx);
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glTexCoordPointer(2, GL_FLOAT, 0, tex);
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glColorPointer(4, GL_FLOAT, 0, clr);
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glDrawArrays(type, 0, total);
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glDisableClientState( GL_VERTEX_ARRAY );
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glDisableClientState( GL_TEXTURE_COORD_ARRAY );
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glDisableClientState( GL_COLOR_ARRAY );
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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}
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}
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if (currententity->flags &
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(RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE |
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