mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 19:20:46 +00:00
git-svn-id: https://svn.eduke32.com/eduke32@1331 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
45897cf581
commit
779eda41da
2 changed files with 73 additions and 47 deletions
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@ -3,8 +3,8 @@
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ENGINELIB=libengine.a
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EDITORLIB=libbuild.a
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SDLCONFIG = /usr/local/bin/sdl-config
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# SDLCONFIG = sdl-config
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# SDLCONFIG = /usr/local/bin/sdl-config
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SDLCONFIG = sdl-config
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ifeq ($(wildcard $(SDLCONFIG)),$(SDLCONFIG))
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SDLROOT = /usr/local
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@ -665,6 +665,7 @@ void polymer_loadboard(void)
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}
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polymer_getsky();
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polymer_resetlights();
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if (pr_verbosity >= 1) OSD_Printf("PR : Board loaded.\n");
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}
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@ -695,7 +696,7 @@ void polymer_drawrooms(int32_t daposx, int32_t daposy, int32_t da
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depth = 0;
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if (pr_shadows)
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if (pr_shadows && lightcount > 0 && pr_shadowcount > 0)
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polymer_prepareshadows();
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bglMatrixMode(GL_MODELVIEW);
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@ -982,11 +983,12 @@ void polymer_drawsprite(int32_t snum)
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bglPopMatrix();
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i = 0;
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while (i < 4)
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do
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{
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polymer_transformpoint(&inbuffer[i * 5], &spriteplane.buffer[i * 5], spritemodelview);
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i++;
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}
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while (i < 4);
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polymer_buffertoplane(spriteplane.buffer, NULL, 4, spriteplane.plane, spriteplane.t, spriteplane.b, spriteplane.n);
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@ -1071,7 +1073,7 @@ static void polymer_displayrooms(int16_t dacursectnum)
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// depth-only occlusion testing pass
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// overridematerial = 0;
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while (front != back)
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do
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{
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sec = §or[sectorqueue[front]];
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@ -1082,7 +1084,7 @@ static void polymer_displayrooms(int16_t dacursectnum)
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doquery = 0;
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i = 0;
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while (i < sec->wallnum)
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do
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{
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polymer_drawwall(sectorqueue[front], sec->wallptr + i);
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@ -1093,9 +1095,10 @@ static void polymer_displayrooms(int16_t dacursectnum)
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i++;
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}
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while (i < sec->wallnum);
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i = 0;
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while (i < sec->wallnum)
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do
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{
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if ((wall[sec->wallptr + i].nextsector != -1) &&
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(wallvisible(sec->wallptr + i)) &&
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@ -1184,9 +1187,10 @@ static void polymer_displayrooms(int16_t dacursectnum)
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i++;
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}
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while (i < sec->wallnum);
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i = 0;
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while (i < sec->wallnum)
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do
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{
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if ((queryid[sec->wallptr + i]) &&
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(!drawingstate[wall[sec->wallptr + i].nextsector]))
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@ -1213,9 +1217,11 @@ static void polymer_displayrooms(int16_t dacursectnum)
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i++;
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}
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while (i < sec->wallnum);
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front++;
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}
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while (front != back);
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// do the actual shaded drawing
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// overridematerial = 0xFFFFFFFF;
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@ -1318,9 +1324,9 @@ static void polymer_displayrooms(int16_t dacursectnum)
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}
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spritesortcnt = localspritesortcnt;
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Bmemcpy(tsprite, localtsprite, sizeof(spritetype) * MAXSPRITESONSCREEN);
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Bmemcpy(tsprite, localtsprite, sizeof(spritetype) * localspritesortcnt);
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maskwallcnt = localmaskwallcnt;
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Bmemcpy(maskwall, localmaskwall, sizeof(int16_t) * MAXWALLSB);
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Bmemcpy(maskwall, localmaskwall, sizeof(int16_t) * localmaskwallcnt);
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if (depth)
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{
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@ -1404,7 +1410,7 @@ static void polymer_drawplane(_prplane* plane)
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curlight = 0;
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while ((curlight == 0) || ((curlight < plane->lightcount) && (curlight < pr_maxlightpasses)))
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do
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{
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materialbits = polymer_bindmaterial(plane->material, plane->lights, plane->lightcount);
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@ -1428,6 +1434,7 @@ static void polymer_drawplane(_prplane* plane)
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curlight++;
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}
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while ((curlight == 0) || ((curlight < plane->lightcount) && (curlight < pr_maxlightpasses)));
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if (plane->vbo && (pr_vbos > 0))
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{
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@ -1555,7 +1562,7 @@ static int32_t polymer_updatesector(int16_t sectnum)
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// geometry
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wal = &wall[sec->wallptr];
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i = 0;
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while (i < sec->wallnum)
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do
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{
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if ((-wal->x != s->verts[(i*3)+2]))
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{
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@ -1571,6 +1578,7 @@ static int32_t polymer_updatesector(int16_t sectnum)
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i++;
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wal = &wall[sec->wallptr + i];
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}
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while (i < sec->wallnum);
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if ((s->controlstate == 2) ||
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needfloor ||
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@ -1583,7 +1591,7 @@ static int32_t polymer_updatesector(int16_t sectnum)
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wal = &wall[sec->wallptr];
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i = 0;
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while (i < sec->wallnum)
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do
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{
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getzsofslope(sectnum, wal->x, wal->y, &ceilz, &florz);
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s->floor.buffer[(i*5)+1] = -(float)(florz) / 16.0f;
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@ -1592,6 +1600,7 @@ static int32_t polymer_updatesector(int16_t sectnum)
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i++;
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wal = &wall[sec->wallptr + i];
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}
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while (i < sec->wallnum);
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s->floorz = sec->floorz;
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s->ceilingz = sec->ceilingz;
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@ -1617,7 +1626,7 @@ static int32_t polymer_updatesector(int16_t sectnum)
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wal = &wall[sec->wallptr];
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i = 0;
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while (i < sec->wallnum)
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do
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{
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j = 2;
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curstat = sec->floorstat;
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@ -1626,7 +1635,7 @@ static int32_t polymer_updatesector(int16_t sectnum)
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curxpanning = sec->floorxpanning;
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curypanning = sec->floorypanning;
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while (j)
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do
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{
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if (j == 1)
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{
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@ -1687,9 +1696,11 @@ static int32_t polymer_updatesector(int16_t sectnum)
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j--;
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}
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while (j);
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i++;
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wal = &wall[sec->wallptr + i];
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}
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while (i < sec->wallnum);
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s->floorstat = sec->floorstat;
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s->ceilingstat = sec->ceilingstat;
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@ -2407,7 +2418,7 @@ static void polymer_buffertoplane(GLfloat* buffer, GLushort* indices, in
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return; // corrupt sector (E3L4, I'm looking at you)
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i = 0;
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do
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while (i < indicecount)
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{
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vec1[0] = buffer[(INDICE(1)) + 0] - buffer[(INDICE(0)) + 0]; //x1
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vec1[1] = buffer[(INDICE(1)) + 1] - buffer[(INDICE(0)) + 1]; //y1
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@ -2428,10 +2439,10 @@ static void polymer_buffertoplane(GLfloat* buffer, GLushort* indices, in
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if (norm >= 15000) // hack to work around a precision issue with slopes
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{
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// normalize the normal/plane equation and calculate its plane norm
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norm = -sqrt(norm);
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plane[0] /= norm;
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plane[1] /= norm;
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plane[2] /= norm;
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norm = 1.0f/(-sqrt(norm));
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plane[0] *= norm;
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plane[1] *= norm;
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plane[2] *= norm;
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plane[3] = -(plane[0] * buffer[0] + plane[1] * buffer[1] + plane[2] * buffer[2]);
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// calculate T and B
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// normalize T, B and N
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norm = t[0] * t[0] + t[1] * t[1] + t[2] * t[2];
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norm = sqrt(norm);
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t[0] /= norm;
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t[1] /= norm;
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t[2] /= norm;
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norm = 1.0f/sqrt(norm);
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t[0] *= norm;
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t[1] *= norm;
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t[2] *= norm;
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norm = b[0] * b[0] + b[1] * b[1] + b[2] * b[2];
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norm = sqrt(norm);
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b[0] /= norm;
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b[1] /= norm;
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b[2] /= norm;
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norm = 1.0f/sqrt(norm);
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b[0] *= norm;
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b[1] *= norm;
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b[2] *= norm;
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norm = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
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norm = sqrt(norm);
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n[0] /= norm;
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n[1] /= norm;
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n[2] /= norm;
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norm = 1.0f/sqrt(norm);
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n[0] *= norm;
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n[1] *= norm;
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n[2] *= norm;
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break;
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}
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i+= 3;
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}
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while (i < indicecount);
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}
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static inline void polymer_crossproduct(GLfloat* in_a, GLfloat* in_b, GLfloat* out)
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@ -2670,7 +2680,7 @@ static void polymer_drawartsky(int16_t tilenum)
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GLfloat height = 2.45f / 2.0f;
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i = 0;
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while (i < 5)
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do
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{
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if (!waloff[tilenum + i])
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loadtile(tilenum + i);
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@ -2678,15 +2688,17 @@ static void polymer_drawartsky(int16_t tilenum)
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glpics[i] = pth ? pth->glpic : 0;
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i++;
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}
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while (i < 5);
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i = 0;
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j = (1<<pskybits);
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while (i < j)
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do
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{
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bglBindTexture(GL_TEXTURE_2D, glpics[pskyoff[i]]);
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polymer_drawartskyquad(i, (i + 1) & (j - 1), height);
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i++;
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}
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while (i < j);
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}
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static void polymer_drawartskyquad(int32_t p1, int32_t p2, GLfloat height)
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@ -2726,7 +2738,7 @@ static void polymer_drawskybox(int16_t tilenum)
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bglBindBufferARB(GL_ARRAY_BUFFER_ARB, skyboxdatavbo);
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i = 0;
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while (i < 6)
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do
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{
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drawingskybox = i + 1;
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pth = gltexcache(tilenum, 0, 4);
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@ -2744,6 +2756,7 @@ static void polymer_drawskybox(int16_t tilenum)
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i++;
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}
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while (i < 6);
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drawingskybox = 0;
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if (pr_vbos > 0)
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@ -2875,14 +2888,15 @@ static void polymer_drawmdsprite(spritetype *tspr)
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else globalnoeffect=1; //mdloadskin reads this
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}
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color[3] = 1.0;
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if (tspr->cstat & 2)
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{
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if (!(tspr->cstat&512))
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color[3] = 0.66;
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else
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color[3] = 0.33;
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} else
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color[3] = 1.0;
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}
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if (pr_gpusmoothing)
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mdspritematerial.frameprogress = m->interpol;
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@ -3018,7 +3032,7 @@ static void polymer_drawmdsprite(spritetype *tspr)
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bglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, m->indices[surfi]);
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curlight = 0;
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while ((curlight == 0) || ((curlight < modellightcount) && (curlight < pr_maxlightpasses)))
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do
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{
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materialbits = polymer_bindmaterial(mdspritematerial, modellights, modellightcount);
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bglDrawElements(GL_TRIANGLES, s->numtris * 3, GL_UNSIGNED_INT, 0);
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@ -3026,6 +3040,7 @@ static void polymer_drawmdsprite(spritetype *tspr)
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curlight++;
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}
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while ((curlight == 0) || ((curlight < modellightcount) && (curlight < pr_maxlightpasses)));
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bglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
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bglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
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@ -3043,7 +3058,7 @@ static void polymer_drawmdsprite(spritetype *tspr)
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}
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curlight = 0;
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while ((curlight == 0) || ((curlight < modellightcount) && (curlight < pr_maxlightpasses)))
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do
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{
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materialbits = polymer_bindmaterial(mdspritematerial, modellights, modellightcount);
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bglDrawElements(GL_TRIANGLES, s->numtris * 3, GL_UNSIGNED_INT, s->tris);
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@ -3051,6 +3066,7 @@ static void polymer_drawmdsprite(spritetype *tspr)
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curlight++;
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}
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while ((curlight == 0) || ((curlight < modellightcount) && (curlight < pr_maxlightpasses)));
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}
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bglDisableClientState(GL_NORMAL_ARRAY);
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@ -3752,7 +3768,7 @@ static void polymer_resetlights(void)
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static void polymer_addlight(_prlight light)
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{
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if (light.sector == -1)
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if (light.sector == -1 || light.sector >= numsectors)
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return;
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if (lightcount < PR_MAXLIGHTS)
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@ -3815,28 +3831,33 @@ static int32_t polymer_planeinlight(_prplane* plane, _prlight* light)
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if (light->radius)
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return polymer_planeinfrustum(plane, light->frustum);
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if (plane->vertcount < 1)
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return 0;
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lightpos[0] = light->y;
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lightpos[1] = -light->z / 16.0f;
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lightpos[2] = -light->x;
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i = 0;
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while (i < 3)
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do
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{
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j = k = l = 0;
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while (j < plane->vertcount)
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do
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{
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if (plane->buffer[(j * 5) + i] > (lightpos[i] + light->range)) k++;
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if (plane->buffer[(j * 5) + i] < (lightpos[i] - light->range)) l++;
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j++;
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}
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while (j < plane->vertcount);
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if ((k == plane->vertcount) || (l == plane->vertcount))
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return 0;
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i++;
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}
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while (i < 3);
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return 1;
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}
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@ -3857,11 +3878,13 @@ static inline void polymer_culllight(char lightindex)
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front = 0;
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back = 1;
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Bmemset(cullingstate, 0, sizeof(int16_t) * MAXSECTORS);
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Bmemset(sectorqueue, 0, sizeof(int16_t) * MAXSECTORS);
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cullingstate[light->sector] = 1;
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sectorqueue[0] = light->sector;
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while (front != back)
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do
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{
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s = prsectors[sectorqueue[front]];
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sec = §or[sectorqueue[front]];
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@ -3882,7 +3905,7 @@ static inline void polymer_culllight(char lightindex)
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}
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i = 0;
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while (i < sec->wallnum)
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do
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{
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w = prwalls[sec->wallptr + i];
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@ -3922,8 +3945,10 @@ static inline void polymer_culllight(char lightindex)
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i++;
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}
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while (i < sec->wallnum);
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front++;
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}
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while (front != back);
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}
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static void polymer_prepareshadows(void)
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@ -4027,7 +4052,7 @@ static void polymer_applylights(void)
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float fade;
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curpriority = 0;
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while (curpriority < PR_MAXLIGHTPRIORITY)
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do
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{
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i = 0;
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while (i < staticlightcount)
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|
@ -4091,6 +4116,7 @@ static void polymer_applylights(void)
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}
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curpriority++;
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}
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while (curpriority < PR_MAXLIGHTPRIORITY);
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}
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// RENDER TARGETS
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