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https://github.com/ZDoom/raze-gles.git
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- deletion of unused code.
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1 changed files with 3 additions and 255 deletions
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@ -2496,9 +2496,6 @@ void polymost_setupdetailtexture(const int32_t texunits, const int32_t tex)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glClientActiveTexture(texunits);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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void polymost_setupglowtexture(const int32_t texunits, const int32_t tex)
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@ -2510,9 +2507,6 @@ void polymost_setupglowtexture(const int32_t texunits, const int32_t tex)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glClientActiveTexture(texunits);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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#endif
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@ -2536,176 +2530,13 @@ static inline pthtyp *our_texcache_fetch(int32_t dameth)
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return texcache_fetch(globalpicnum, globalpal, getpalookup((r_usetileshades == 1 && !(globalflags & GLOBAL_NO_GL_TILESHADES)) ? globvis>>3 : 0, globalshade), dameth);
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}
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static void polymost2_drawVBO(GLenum mode,
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int32_t vertexBufferID,
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int32_t indexBufferID,
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const int32_t numElements,
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float projectionMatrix[4*4],
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float modelViewMatrix[4*4],
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int32_t dameth,
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float texScale[2],
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float texOffset[2],
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char cullFaces)
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{
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if (dameth == DAMETH_BACKFACECULL ||
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#ifdef YAX_ENABLE
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g_nodraw ||
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#endif
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(uint32_t)globalpicnum >= MAXTILES)
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{
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return;
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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if (cullFaces)
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{
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glEnable(GL_CULL_FACE);
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}
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//POGOTODO: this is temporary, the permanent fix is to not allow the transform to affect the windings in the first place in polymost2_drawSprite()
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if (cullFaces == 1)
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{
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glCullFace(GL_BACK);
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}
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else
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{
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glCullFace(GL_FRONT);
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}
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//POGOTODO: in the future, state changes like binding these buffers can be batched. For now, just switch on every VBO rendered
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glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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if (palookup[globalpal] == NULL)
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{
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globalpal = 0;
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}
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//Load texture (globalpicnum)
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setgotpic(globalpicnum);
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if (!waloff[globalpicnum])
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{
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tileLoad(globalpicnum);
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}
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pthtyp *pth = our_texcache_fetch(dameth | (r_useindexedcolortextures ? PTH_INDEXED : 0));
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if (!pth)
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{
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if (editstatus)
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{
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Bsprintf(ptempbuf, "pth==NULL! (bad pal?) pic=%d pal=%d", globalpicnum, globalpal);
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polymost_printext256(8,8, editorcolors[15],editorcolors[5], ptempbuf, 0);
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}
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return;
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}
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glActiveTexture(GL_TEXTURE1);
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//POGO: temporarily swapped out blankTextureID for 0 (as the blank texture has been moved into the dynamic tilesheets)
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glBindTexture(GL_TEXTURE_2D, (pth && pth->flags & PTH_HASFULLBRIGHT && r_fullbrights) ? pth->ofb->glpic : 0);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
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glActiveTexture(GL_TEXTURE0);
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polymost_bindPth(pth);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
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//POGOTODO: handle tinting & shading completely with fragment shader
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//POGOTODO: handle fullbright & glow completely with fragment shader
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//POGOTODO: glAlphaFunc is deprecated, move this into the fragment shader
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float const al = waloff[globalpicnum] ? alphahackarray[globalpicnum] != 0 ? alphahackarray[globalpicnum] * (1.f/255.f):
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(pth && pth->hicr && pth->hicr->alphacut >= 0.f ? pth->hicr->alphacut : 0.f) : 0.f;
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glAlphaFunc(GL_GREATER, al);
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//POGOTODO: batch this, only apply it to sprites that actually need blending
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glEnable(GL_BLEND);
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glEnable(GL_ALPHA_TEST);
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handle_blend((dameth & DAMETH_MASKPROPS) > DAMETH_MASK, drawpoly_blend, (dameth & DAMETH_MASKPROPS) == DAMETH_TRANS2);
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useShaderProgram(polymost2BasicShaderProgramID);
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//POGOTODO: batch uniform binding
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float tint[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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polytint_t const & polytint = hictinting[globalpal];
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//POGOTODO: full bright pass uses its own globalshade...
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tint[0] = (1.f-(polytint.sr*(1.f/255.f)))*getshadefactor(globalshade)+(polytint.sr*(1.f/255.f));
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tint[1] = (1.f-(polytint.sg*(1.f/255.f)))*getshadefactor(globalshade)+(polytint.sg*(1.f/255.f));
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tint[2] = (1.f-(polytint.sb*(1.f/255.f)))*getshadefactor(globalshade)+(polytint.sb*(1.f/255.f));
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// spriteext full alpha control
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float alpha = float_trans(dameth & DAMETH_MASKPROPS, drawpoly_blend) * (1.f - drawpoly_alpha);
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if (pth)
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{
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// tinting
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polytintflags_t const tintflags = hictinting[globalpal].f;
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if (!(tintflags & HICTINT_PRECOMPUTED))
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{
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if (pth->flags & PTH_HIGHTILE)
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{
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if (pth->palnum != globalpal || (pth->effects & HICTINT_IN_MEMORY) || (tintflags & HICTINT_APPLYOVERALTPAL))
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hictinting_apply(tint, globalpal);
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}
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else if (tintflags & (HICTINT_USEONART|HICTINT_ALWAYSUSEART))
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hictinting_apply(tint, globalpal);
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}
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// global tinting
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if ((pth->flags & PTH_HIGHTILE) && have_basepal_tint())
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hictinting_apply(tint, MAXPALOOKUPS-1);
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}
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glUniformMatrix4fv(projMatrixLoc, 1, false, projectionMatrix);
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glUniformMatrix4fv(mvMatrixLoc, 1, false, modelViewMatrix);
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glUniform1i(texSamplerLoc, 0);
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glUniform1i(fullBrightSamplerLoc, 1);
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glUniform2fv(texOffsetLoc, 1, texOffset);
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glUniform2fv(texScaleLoc, 1, texScale);
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glUniform4fv(tintLoc, 1, tint);
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glUniform1f(alphaLoc, alpha);
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const float fogRange[2] = {fogresult, fogresult2};
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glUniform2fv(fogRangeLoc, 1, fogRange);
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glUniform4fv(fogColorLoc, 1, (GLfloat*) &fogcol);
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if (indexBufferID == 0)
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{
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glDrawArrays(mode,
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0,
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numElements);
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}
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else
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{
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glDrawElements(mode,
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numElements,
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GL_UNSIGNED_SHORT,
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0);
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}
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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//POGOTODO: again, these state changes should be batched in the future, rather than on each VBO rendered
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glDisable(GL_CULL_FACE);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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//polymost_resetVertexPointers();
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}
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static void polymost_updatePalette()
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{
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if (videoGetRenderMode() != REND_POLYMOST)
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{
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return;
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}
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polymost_setPalswap(globalpal);
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polymost_setShade(globalshade);
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@ -3315,24 +3146,6 @@ do
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}
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#ifdef USE_GLEXT
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if (videoGetRenderMode() != REND_POLYMOST)
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{
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while (texunits > GL_TEXTURE0)
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{
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glActiveTexture(texunits);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glClientActiveTexture(texunits);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 1.0f);
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glDisable(GL_TEXTURE_2D);
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--texunits;
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}
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}
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polymost_useDetailMapping(false);
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polymost_useGlowMapping(false);
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@ -4828,39 +4641,6 @@ static void polymost_drawalls(int32_t const bunch)
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else
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polymost_domost(x0,fy0,x1,fy1);
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#if 0
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//Hack to draw color rectangle above sky when looking up...
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xtex.d = xtex.u = xtex.v = 0;
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ytex.d = gxyaspect * (1.f / -262144.f);
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ytex.u = 0;
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ytex.v = 0;
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otex.d = -ghoriz * ytex.d;
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otex.u = 0;
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otex.v = 0;
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o.y = -vv[0]/vv[1];
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if ((o.y < fy0) && (o.y < fy1))
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polymost_domost(x1,o.y,x0,o.y);
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else if ((o.y < fy0) != (o.y < fy1))
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{
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o.x = (o.y-fy0)*(x1-x0)/(fy1-fy0) + x0;
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if (o.y < fy0)
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{
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polymost_domost(o.x,o.y,x0,o.y);
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polymost_domost(x1,fy1,o.x,o.y);
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}
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else
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{
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polymost_domost(o.x,o.y,x0,fy0);
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polymost_domost(x1,o.y,o.x,o.y);
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}
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}
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else
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polymost_domost(x1,fy1,x0,fy0);
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#endif
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}
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else
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skyclamphack = 0;
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@ -5140,39 +4920,7 @@ static void polymost_drawalls(int32_t const bunch)
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if ((tilesiz[globalpicnum].y * daptileyscale * (1.f/65536.f)) > 256)
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{
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#if 0
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//Hack to draw black rectangle below sky when looking down...
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xtex.d = xtex.u = xtex.v = 0;
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ytex.d = gxyaspect * (1.f / 262144.f);
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ytex.u = 0;
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ytex.v = (float)(tilesiz[globalpicnum].y - 1) * ytex.d;
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otex.d = -ghoriz * ytex.d;
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otex.u = 0;
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otex.v = (float)(tilesiz[globalpicnum].y - 1) * otex.d;
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o.y = ((float)tilesiz[globalpicnum].y*dd-vv[0])/vv[1];
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if ((o.y > cy0) && (o.y > cy1))
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polymost_domost(x0,o.y,x1,o.y);
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else if ((o.y > cy0) != (o.y > cy1))
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{
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o.x = (o.y-cy0)*(x1-x0)/(cy1-cy0) + x0;
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if (o.y > cy0)
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{
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polymost_domost(x0,o.y,o.x,o.y);
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polymost_domost(o.x,o.y,x1,cy1);
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}
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else
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{
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polymost_domost(x0,cy0,o.x,o.y);
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polymost_domost(o.x,o.y,x1,o.y);
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}
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}
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else
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polymost_domost(x0,cy0,x1,cy1);
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#endif
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//Hack to draw color rectangle above sky when looking up...
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xtex.d = xtex.u = xtex.v = 0;
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@ -7834,7 +7582,7 @@ static int32_t gen_font_glyph_tex(void)
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{
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// construct a 256x128 texture for the font glyph matrix
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glGenTextures(1,&polymosttext);
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GetTextureHandle(&polymosttext);
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if (!polymosttext) return -1;
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