Fixes models after modeswitches on Windows and removes warnings.

git-svn-id: https://svn.eduke32.com/eduke32@1301 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
plagman 2009-04-12 10:46:31 +00:00
parent b73cc663eb
commit 35691be969
2 changed files with 17 additions and 5 deletions

View file

@ -291,7 +291,6 @@ static void polymer_updatewall(int16_t wallnum);
static void polymer_drawwall(int16_t sectnum, int16_t wallnum);
// HSR
static void polymer_buffertoplane(GLfloat* buffer, GLushort* indices, int32_t indicecount, GLfloat* plane, GLfloat* t, GLfloat* b, GLfloat* n);
static GLfloat polymer_dotproduct(GLfloat* in_a, GLfloat* in_b);
static void polymer_crossproduct(GLfloat* in_a, GLfloat* in_b, GLfloat* out);
static void polymer_transformpoint(float* inpos, float* pos, float* matrix);
static void polymer_pokesector(int16_t sectnum);

View file

@ -582,6 +582,19 @@ int32_t polymer_init(void)
memcpy(spriteplane.buffer, horizsprite, sizeof(GLfloat) * 4 * 5);
}
i = 0;
while (i < nextmodelid)
{
if (models[i])
{
md3model_t* m;
m = (md3model_t*)models[i];
m->indices = NULL;
}
i++;
}
i = 0;
while (i < (1 << PR_BIT_COUNT))
{
@ -1221,7 +1234,7 @@ static void polymer_displayrooms(int16_t dacursectnum)
// hack to avoid occlusion querying portals that are too close to the viewpoint
// this is needed because of the near z-clipping plane;
if (sqdist < 100)
queryid[sec->wallptr + i] = -1;
queryid[sec->wallptr + i] = 0xFFFFFFFF;
else {
bglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
bglDepthMask(GL_FALSE);
@ -1256,13 +1269,13 @@ static void polymer_displayrooms(int16_t dacursectnum)
{
// REAP
result = 0;
if (doquery && (queryid[sec->wallptr + i] != -1))
if (doquery && (queryid[sec->wallptr + i] != 0xFFFFFFFF))
{
bglGetQueryObjectivARB(queryid[sec->wallptr + i],
GL_QUERY_RESULT_ARB,
&result);
bglDeleteQueriesARB(1, &queryid[sec->wallptr + i]);
} else if (queryid[sec->wallptr + i] == -1)
} else if (queryid[sec->wallptr + i] == 0xFFFFFFFF)
result = 1;
queryid[sec->wallptr + i] = 0;
@ -2461,7 +2474,7 @@ static void polymer_drawwall(int16_t sectnum, int16_t wallnum)
// HSR
static void polymer_buffertoplane(GLfloat* buffer, GLushort* indices, int32_t indicecount, GLfloat* plane, GLfloat* t, GLfloat* b, GLfloat* n)
{
GLfloat vec1[5], vec2[5], norm, r, BxN[3], NxT[3], TxB[3];
GLfloat vec1[5], vec2[5], norm, r;// BxN[3], NxT[3], TxB[3];
int32_t i;
i = 0;