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- fixed some Linux warnings.
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parent
12c038a234
commit
a1ec6ab1ba
2 changed files with 7 additions and 5 deletions
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@ -747,7 +747,7 @@ void FGLRenderer::DrawBlend(sector_t * viewsector)
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// for various reasons (performance and keeping the lighting code clean)
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// for various reasons (performance and keeping the lighting code clean)
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// we no longer do colormapped textures on pre GL 3.0 hardware and instead do
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// we no longer do colormapped textures on pre GL 3.0 hardware and instead do
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// just a fullscreen overlay to emulate the inverse invulnerability effect or similar fullscreen blends.
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// just a fullscreen overlay to emulate the inverse invulnerability effect or similar fullscreen blends.
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if (gl_fixedcolormap >= CM_FIRSTSPECIALCOLORMAP && gl_fixedcolormap < CM_MAXCOLORMAP)
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if (gl_fixedcolormap >= (DWORD)CM_FIRSTSPECIALCOLORMAP && gl_fixedcolormap < (DWORD)CM_MAXCOLORMAP)
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{
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{
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FSpecialColormap *scm = &SpecialColormaps[gl_fixedcolormap - CM_FIRSTSPECIALCOLORMAP];
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FSpecialColormap *scm = &SpecialColormaps[gl_fixedcolormap - CM_FIRSTSPECIALCOLORMAP];
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@ -764,13 +764,14 @@ void FGLRenderer::DrawBlend(sector_t * viewsector)
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g = scm->ColorizeEnd[1];
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g = scm->ColorizeEnd[1];
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b = scm->ColorizeEnd[2];
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b = scm->ColorizeEnd[2];
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}
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}
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}
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}
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else if (gl_enhanced_nightvision)
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else if (gl_enhanced_nightvision)
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{
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{
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if (gl_fixedcolormap == CM_LITE)
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if (gl_fixedcolormap == CM_LITE)
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{
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{
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r = 0.375f, g = 1.0f, b = 0.375f;
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r = 0.375f;
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g = 1.0f;
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b = 0.375f;
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}
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}
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else if (gl_fixedcolormap >= CM_TORCH)
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else if (gl_fixedcolormap >= CM_TORCH)
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{
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{
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@ -782,6 +783,7 @@ void FGLRenderer::DrawBlend(sector_t * viewsector)
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}
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}
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else r = g = b = 1.f;
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else r = g = b = 1.f;
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}
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}
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else r = g = b = 1.f;
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if (inverse)
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if (inverse)
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{
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{
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@ -400,7 +400,7 @@ void FShaderManager::Clean()
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{
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{
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if (gl.hasGLSL())
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if (gl.hasGLSL())
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{
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{
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glUseProgram(NULL);
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glUseProgram(0);
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mActiveShader = NULL;
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mActiveShader = NULL;
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for (unsigned int i = 0; i < mTextureEffects.Size(); i++)
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for (unsigned int i = 0; i < mTextureEffects.Size(); i++)
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@ -446,7 +446,7 @@ void FShaderManager::SetActiveShader(FShader *sh)
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{
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{
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if (gl.hasGLSL() && mActiveShader != sh)
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if (gl.hasGLSL() && mActiveShader != sh)
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{
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{
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glUseProgram(sh!= NULL? sh->GetHandle() : NULL);
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glUseProgram(sh!= NULL? sh->GetHandle() : 0);
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mActiveShader = sh;
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mActiveShader = sh;
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}
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}
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}
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}
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