mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 20:20:40 +00:00
- cleaned out some unused parts of engine.cpp
This commit is contained in:
parent
5655015691
commit
fedeec73c7
8 changed files with 24 additions and 350 deletions
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@ -97,7 +97,6 @@ void HookReplaceFunctions(void)
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changespritestat_replace = qchangespritestat;
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loadvoxel_replace = qloadvoxel;
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loadboard_replace = qloadboard;
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playing_blood = true;
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}
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END_BLD_NS
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@ -489,14 +489,8 @@ extern uint32_t drawlinepat;
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extern void faketimerhandler(void);
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extern char apptitle[256];
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extern int32_t novoxmips;
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#ifdef DEBUGGINGAIDS
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extern float debug1, debug2;
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#endif
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extern int16_t tiletovox[MAXTILES];
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extern int32_t voxscale[MAXVOXELS];
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extern char g_haveVoxels;
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@ -759,7 +753,6 @@ int32_t cansee(int32_t x1, int32_t y1, int32_t z1, int16_t sect1,
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int32_t x2, int32_t y2, int32_t z2, int16_t sect2);
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int32_t inside(int32_t x, int32_t y, int16_t sectnum);
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void dragpoint(int16_t pointhighlight, int32_t dax, int32_t day, uint8_t flags = 0);
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void setfirstwall(int16_t sectnum, int16_t newfirstwall);
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int32_t try_facespr_intersect(uspriteptr_t const spr, vec3_t const in,
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int32_t vx, int32_t vy, int32_t vz,
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vec3_t * const intp, int32_t strictly_smaller_than_p);
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@ -884,8 +877,6 @@ static FORCE_INLINE CONSTEXPR int32_t E_SpriteIsValid(const int32_t i)
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void alignceilslope(int16_t dasect, int32_t x, int32_t y, int32_t z);
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void alignflorslope(int16_t dasect, int32_t x, int32_t y, int32_t z);
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int32_t sectorofwall(int16_t wallNum);
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int32_t sectorofwall_noquick(int16_t wallNum);
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int32_t loopnumofsector(int16_t sectnum, int16_t wallnum);
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void setslope(int32_t sectnum, int32_t cf, int16_t slope);
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int32_t lintersect(int32_t originX, int32_t originY, int32_t originZ,
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@ -13,9 +13,6 @@
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#include "scriptfile.h"
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#include "mathutil.h"
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extern bool playing_rr;
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extern bool playing_blood;
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//// TYPES
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struct strllist
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{
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@ -10,7 +10,6 @@ void Polymost_CacheHitList(uint8_t* hash);
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typedef struct { uint8_t r, g, b, a; } coltype;
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typedef struct { float r, g, b, a; } coltypef;
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extern bool playing_rr;
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extern int32_t rendmode;
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extern float gtang;
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extern double gxyaspect;
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@ -36,36 +36,10 @@
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#include "gl_renderer.h"
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#endif
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//////////
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// Compilation switches for optional/extended engine features
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#if !defined(__arm__) && !defined(GEKKO)
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# define HIGH_PRECISION_SPRITE
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#endif
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#if !defined EDUKE32_TOUCH_DEVICES && !defined GEKKO && !defined __OPENDINGUX__
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// Handle absolute z difference of floor/ceiling to camera >= 1<<24.
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// Also: higher precision view-relative x and y for drawvox().
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# define CLASSIC_Z_DIFF_64
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#endif
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#define MULTI_COLUMN_VLINE
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int32_t mapversion=7; // JBF 20040211: default mapversion to 7
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int32_t g_loadedMapVersion = -1; // -1: none (e.g. started new)
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// Handle nonpow2-ysize walls the old way?
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static FORCE_INLINE int32_t oldnonpow2(void)
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{
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#if !defined CLASSIC_NONPOW2_YSIZE_WALLS
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return 1;
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#else
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return (g_loadedMapVersion < 10);
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#endif
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}
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bool playing_rr;
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bool playing_blood;
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int32_t rendmode=0;
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int32_t glrendmode = REND_POLYMOST;
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int32_t r_rortexture = 0;
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@ -320,9 +294,8 @@ int32_t checksectorpointer(int16_t i, int16_t sectnum)
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#undef WALLS_ARE_CONSISTENT
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int32_t xb1[MAXWALLSB]; // Polymost uses this as a temp array
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static int32_t yb1[MAXWALLSB], xb2[MAXWALLSB], yb2[MAXWALLSB];
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static int32_t xb2[MAXWALLSB];
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int32_t rx1[MAXWALLSB], ry1[MAXWALLSB];
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static int32_t rx2[MAXWALLSB], ry2[MAXWALLSB];
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int16_t bunchp2[MAXWALLSB], thesector[MAXWALLSB];
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int16_t bunchfirst[MAXWALLSB], bunchlast[MAXWALLSB];
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@ -334,11 +307,7 @@ int32_t xdimen = -1, xdimenrecip, halfxdimen, xdimenscale, xdimscale;
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float fxdimen = -1.f;
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int32_t ydimen;
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static int32_t nrx1[8], nry1[8], nrx2[8], nry2[8]; // JBF 20031206: Thanks Ken
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int32_t rxi[8], ryi[8];
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static int32_t rzi[8], rxi2[8], ryi2[8], rzi2[8];
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static int32_t xsi[8], ysi[8];
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int32_t globalposx, globalposy, globalposz, globalhoriz;
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fix16_t qglobalhoriz;
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@ -347,8 +316,6 @@ int16_t globalang, globalcursectnum;
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fix16_t qglobalang;
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int32_t globalpal, cosglobalang, singlobalang;
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int32_t cosviewingrangeglobalang, sinviewingrangeglobalang;
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static int32_t globaluclip, globaldclip;
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//char globparaceilclip, globparaflorclip;
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int32_t xyaspect;
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int32_t viewingrangerecip;
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@ -357,15 +324,7 @@ static char globalxshift, globalyshift;
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static int32_t globalxpanning, globalypanning;
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int32_t globalshade, globalorientation;
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int16_t globalpicnum;
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static int16_t globalshiftval;
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#ifdef HIGH_PRECISION_SPRITE
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static int64_t globalzd;
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#else
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static int32_t globalzd;
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#endif
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static int32_t globalyscale;
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static int32_t globalxspan, globalyspan, globalispow2=1; // true if texture has power-of-two x and y size
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static intptr_t globalbufplc;
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static int32_t globaly1, globalx2;
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@ -398,12 +357,6 @@ static int32_t mirrorsx1, mirrorsy1, mirrorsx2, mirrorsy2;
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#define MAXSETVIEW 4
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#ifdef GAMENAME
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char apptitle[256] = GAMENAME;
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#else
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char apptitle[256] = "Build Engine";
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#endif
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//
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// Internal Engine Functions
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//
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@ -422,84 +375,6 @@ int32_t renderAddTsprite(int16_t z, int16_t sectnum)
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return 0;
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}
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static FORCE_INLINE vec2_t get_rel_coords(int32_t const x, int32_t const y)
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{
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return { dmulscale6(y, cosglobalang, -x, singlobalang),
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dmulscale6(x, cosviewingrangeglobalang, y, sinviewingrangeglobalang) };
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}
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// Note: the returned y coordinates are not actually screen coordinates, but
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// potentially clipped player-relative y coordinates.
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static int get_screen_coords(const vec2_t &p1, const vec2_t &p2,
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int32_t *sx1ptr, int32_t *sy1ptr,
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int32_t *sx2ptr, int32_t *sy2ptr)
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{
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int32_t sx1, sy1, sx2, sy2;
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// First point.
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if (p1.x >= -p1.y)
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{
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if (p1.x > p1.y || p1.y == 0)
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return 0;
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sx1 = halfxdimen + scale(p1.x, halfxdimen, p1.y)
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+ (p1.x >= 0); // Fix for SIGNED divide
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if (sx1 >= xdimen)
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sx1 = xdimen-1;
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sy1 = p1.y;
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}
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else
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{
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if (p2.x < -p2.y)
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return 0;
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sx1 = 0;
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int32_t tempint = (p1.x + p1.y) - (p2.x + p2.y);
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if (tempint == 0)
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return 0;
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sy1 = p1.y + scale(p2.y-p1.y, p1.x+p1.y, tempint);
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}
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if (sy1 < 256)
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return 0;
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// Second point.
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if (p2.x <= p2.y)
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{
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if (p2.x < -p2.y || p2.y == 0)
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return 0;
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sx2 = halfxdimen + scale(p2.x,halfxdimen,p2.y) - 1
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+ (p2.x >= 0); // Fix for SIGNED divide
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if (sx2 >= xdimen)
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sx2 = xdimen-1;
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sy2 = p2.y;
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}
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else
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{
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if (p1.x > p1.y)
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return 0;
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sx2 = xdimen-1;
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int32_t const tempint = (p1.y - p1.x) + (p2.x - p2.y);
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sy2 = p1.y + scale(p2.y-p1.y, p1.y-p1.x, tempint);
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}
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if (sy2 < 256 || sx1 > sx2)
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return 0;
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*sx1ptr = sx1; *sy1ptr = sy1;
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*sx2ptr = sx2; *sy2ptr = sy2;
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return 1;
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}
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//
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// wallfront (internal)
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@ -1278,12 +1153,6 @@ int32_t enginePostInit(void)
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{
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if (!(paletteloaded & PALETTE_MAIN))
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I_FatalError("No palette found.");
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#if 0
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if (!(paletteloaded & PALETTE_SHADE))
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I_FatalError("No shade table found.");
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if (!(paletteloaded & PALETTE_TRANSLUC))
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I_FatalError("No translucency table found.");
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#endif
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V_LoadTranslations(); // loading the translations must be delayed until the palettes have been fully set up.
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lookups.postLoadTables();
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@ -1418,9 +1287,6 @@ int32_t renderDrawRoomsQ16(int32_t daposx, int32_t daposy, int32_t daposz,
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qglobalhoriz = mulscale16(dahoriz-F16(100), divscale16(xdimenscale, viewingrange))+fix16_from_int(ydimen>>1);
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globalhoriz = fix16_to_int(qglobalhoriz);
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globaluclip = (0-globalhoriz)*xdimscale;
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globaldclip = (ydimen-globalhoriz)*xdimscale;
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globalcursectnum = dacursectnum;
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totalclocklock = totalclock;
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@ -1515,73 +1381,6 @@ int32_t wallvisible(int32_t const x, int32_t const y, int16_t const wallnum)
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return (((a2 + (2048 - a1)) & 2047) <= 1024);
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}
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#if 0
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// returns the intersection point between two lines
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_point2d intersection(_equation eq1, _equation eq2)
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{
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_point2d ret;
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float det;
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det = (float)(1) / (eq1.a*eq2.b - eq2.a*eq1.b);
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ret.x = ((eq1.b*eq2.c - eq2.b*eq1.c) * det);
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ret.y = ((eq2.a*eq1.c - eq1.a*eq2.c) * det);
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return ret;
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}
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// check if a point that's on the line is within the segment boundaries
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int32_t pointonmask(_point2d point, _maskleaf* wall)
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{
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if ((min(wall->p1.x, wall->p2.x) <= point.x) && (point.x <= max(wall->p1.x, wall->p2.x)) && (min(wall->p1.y, wall->p2.y) <= point.y) && (point.y <= max(wall->p1.y, wall->p2.y)))
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return 1;
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return 0;
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}
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// returns 1 if wall2 is hidden by wall1
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int32_t wallobstructswall(_maskleaf* wall1, _maskleaf* wall2)
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{
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_point2d cross;
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cross = intersection(wall2->p1eq, wall1->maskeq);
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if (pointonmask(cross, wall1))
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return 1;
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cross = intersection(wall2->p2eq, wall1->maskeq);
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if (pointonmask(cross, wall1))
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return 1;
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cross = intersection(wall1->p1eq, wall2->maskeq);
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if (pointonmask(cross, wall2))
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return 1;
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cross = intersection(wall1->p2eq, wall2->maskeq);
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if (pointonmask(cross, wall2))
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return 1;
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return 0;
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}
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// recursive mask drawing function
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static inline void drawmaskleaf(_maskleaf* wall)
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{
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int32_t i;
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wall->drawing = 1;
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i = 0;
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while (wall->branch[i] != NULL)
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{
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if (wall->branch[i]->drawing == 0)
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{
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//Printf("Drawing parent of %i : mask %i\n", wall->index, wall->branch[i]->index);
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drawmaskleaf(wall->branch[i]);
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}
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i++;
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}
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//Printf("Drawing mask %i\n", wall->index);
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drawmaskwall(wall->index);
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}
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#endif
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static inline int32_t sameside(const _equation *eq, const vec2f_t *p1, const vec2f_t *p2)
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{
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@ -2668,11 +2467,7 @@ static int32_t engineFinishLoadBoard(const vec3_t *dapos, int16_t *dacursectnum,
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int32_t removeit = 0;
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if ((sprite[i].cstat & 48) == 48)
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{
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// If I understand this correctly, both of these essentially do the same thing...
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if (!playing_rr) sprite[i].cstat &= ~48;
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else sprite[i].cstat |= 32768;
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}
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sprite[i].cstat &= ~48;
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if (sprite[i].statnum == MAXSTATUS)
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{
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@ -3151,8 +2946,6 @@ int32_t engineLoadBoardV5V6(const char *filename, char fromwhere, vec3_t *dapos,
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#define YSAVES ((xdim*MAXSPRITES)>>7)
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//
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// setgamemode
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//
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@ -4311,17 +4104,6 @@ void renderSetAspect(int32_t daxrange, int32_t daaspect)
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#include "v_2ddrawer.h"
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void videoInit()
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{
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lookups.postLoadLookups();
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V_Init2();
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videoSetGameMode(vid_fullscreen, screen->GetWidth(), screen->GetHeight(), 32, 1);
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Polymost_Startup();
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GLInterface.Init(screen->GetWidth());
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GLInterface.InitGLState(4, 4/*glmultisample*/);
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screen->SetTextureFilterMode();
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}
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//
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// clearview
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@ -4458,14 +4240,6 @@ int32_t sectorofwall(int16_t wallNum)
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return ((unsigned)w < MAXWALLS) ? wall[w].nextsector : sectorofwall_internal(wallNum);
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}
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int32_t sectorofwall_noquick(int16_t wallNum)
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{
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if (EDUKE32_PREDICT_FALSE((unsigned) wallNum >= (unsigned) numwalls))
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return -1;
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return sectorofwall_internal(wallNum);
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}
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int32_t getceilzofslopeptr(usectorptr_t sec, int32_t dax, int32_t day)
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{
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@ -4570,104 +4344,6 @@ void alignflorslope(int16_t dasect, int32_t x, int32_t y, int32_t z)
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}
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//
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// loopnumofsector
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//
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int32_t loopnumofsector(int16_t sectnum, int16_t wallnum)
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{
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int32_t numloops = 0;
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const int32_t startwall = sector[sectnum].wallptr;
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const int32_t endwall = startwall + sector[sectnum].wallnum;
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for (bssize_t i=startwall; i<endwall; i++)
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{
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if (i == wallnum)
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return numloops;
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if (wall[i].point2 < i)
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numloops++;
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}
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return -1;
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}
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//
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// setfirstwall
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//
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void setfirstwall(int16_t sectnum, int16_t newfirstwall)
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{
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int32_t i, j, numwallsofloop;
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int32_t dagoalloop;
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uwalltype *tmpwall;
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const int32_t startwall = sector[sectnum].wallptr;
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const int32_t danumwalls = sector[sectnum].wallnum;
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const int32_t endwall = startwall+danumwalls;
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if (newfirstwall < startwall || newfirstwall >= startwall+danumwalls)
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return;
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tmpwall = (uwalltype *)Xmalloc(danumwalls * sizeof(walltype));
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Bmemcpy(tmpwall, &wall[startwall], danumwalls*sizeof(walltype));
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numwallsofloop = 0;
|
||||
i = newfirstwall;
|
||||
do
|
||||
{
|
||||
numwallsofloop++;
|
||||
i = wall[i].point2;
|
||||
}
|
||||
while (i != newfirstwall);
|
||||
|
||||
//Put correct loop at beginning
|
||||
dagoalloop = loopnumofsector(sectnum,newfirstwall);
|
||||
if (dagoalloop > 0)
|
||||
{
|
||||
j = 0;
|
||||
while (loopnumofsector(sectnum,j+startwall) != dagoalloop)
|
||||
j++;
|
||||
|
||||
for (i=0; i<danumwalls; i++)
|
||||
{
|
||||
int32_t k = i+j;
|
||||
if (k >= danumwalls) k -= danumwalls;
|
||||
Bmemcpy(&wall[startwall+i], &tmpwall[k], sizeof(walltype));
|
||||
|
||||
wall[startwall+i].point2 += danumwalls-startwall-j;
|
||||
if (wall[startwall+i].point2 >= danumwalls)
|
||||
wall[startwall+i].point2 -= danumwalls;
|
||||
wall[startwall+i].point2 += startwall;
|
||||
}
|
||||
|
||||
newfirstwall += danumwalls-j;
|
||||
if (newfirstwall >= startwall+danumwalls)
|
||||
newfirstwall -= danumwalls;
|
||||
}
|
||||
|
||||
for (i=0; i<numwallsofloop; i++)
|
||||
Bmemcpy(&tmpwall[i], &wall[i+startwall], sizeof(walltype));
|
||||
for (i=0; i<numwallsofloop; i++)
|
||||
{
|
||||
int32_t k = i+newfirstwall-startwall;
|
||||
if (k >= numwallsofloop) k -= numwallsofloop;
|
||||
Bmemcpy(&wall[startwall+i], &tmpwall[k], sizeof(walltype));
|
||||
|
||||
wall[startwall+i].point2 += numwallsofloop-newfirstwall;
|
||||
if (wall[startwall+i].point2 >= numwallsofloop)
|
||||
wall[startwall+i].point2 -= numwallsofloop;
|
||||
wall[startwall+i].point2 += startwall;
|
||||
}
|
||||
|
||||
for (i=startwall; i<endwall; i++)
|
||||
if (wall[i].nextwall >= 0)
|
||||
wall[wall[i].nextwall].nextwall = i;
|
||||
|
||||
Xfree(tmpwall);
|
||||
}
|
||||
|
||||
|
||||
|
||||
//
|
||||
// setrendermode
|
||||
|
|
|
@ -1607,7 +1607,6 @@ static void polymost_drawalls(int32_t const bunch)
|
|||
pow2xsplit = 0;
|
||||
skyclamphack = 0;
|
||||
flatskyrender = 1;
|
||||
//globalshade += globvis2*xdimscale*fviewingrange*(1.f / (64.f * 65536.f * 256.f * 1024.f));
|
||||
GLInterface.SetVisibility(0.f);
|
||||
polymost_domost(x0,fy0,x1,fy1);
|
||||
flatskyrender = 0;
|
||||
|
@ -1848,7 +1847,6 @@ static void polymost_drawalls(int32_t const bunch)
|
|||
pow2xsplit = 0;
|
||||
skyclamphack = 0;
|
||||
flatskyrender = 1;
|
||||
//globalshade += globvis2 * xdimscale * fviewingrange * (1.f / (64.f * 65536.f * 256.f * 1024.f));
|
||||
GLInterface.SetVisibility(0.f);
|
||||
polymost_domost(x1, cy1, x0, cy0);
|
||||
flatskyrender = 0;
|
||||
|
@ -3677,7 +3675,7 @@ void PrecacheHardwareTextures(int nTile)
|
|||
|
||||
extern char* voxfilenames[MAXVOXELS];
|
||||
void (*PolymostProcessVoxels_Callback)(void) = NULL;
|
||||
static void PolymostProcessVoxels(void)
|
||||
void PolymostProcessVoxels(void)
|
||||
{
|
||||
if (PolymostProcessVoxels_Callback)
|
||||
PolymostProcessVoxels_Callback();
|
||||
|
@ -3700,8 +3698,3 @@ static void PolymostProcessVoxels(void)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Polymost_Startup()
|
||||
{
|
||||
PolymostProcessVoxels();
|
||||
}
|
||||
|
|
|
@ -827,6 +827,26 @@ int RunGame()
|
|||
return gi->app_main();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void PolymostProcessVoxels(void);
|
||||
|
||||
void videoInit()
|
||||
{
|
||||
lookups.postLoadLookups();
|
||||
V_Init2();
|
||||
videoSetGameMode(vid_fullscreen, screen->GetWidth(), screen->GetHeight(), 32, 1);
|
||||
|
||||
PolymostProcessVoxels();
|
||||
GLInterface.Init(screen->GetWidth());
|
||||
GLInterface.InitGLState(4, 4/*glmultisample*/);
|
||||
screen->SetTextureFilterMode();
|
||||
}
|
||||
|
||||
void G_FatalEngineError(void)
|
||||
{
|
||||
I_FatalError("There was a problem initializing the engine: %s\n\nThe application will now close.", engineerrstr);
|
||||
|
|
|
@ -541,7 +541,6 @@ int GameInterface::app_main()
|
|||
|
||||
SetDispatcher();
|
||||
buttonMap.SetButtons(actions, NUM_ACTIONS);
|
||||
playing_rr = 1;
|
||||
g_skillCnt = 4;
|
||||
ud.multimode = 1;
|
||||
ud.m_monsters_off = userConfig.nomonsters;
|
||||
|
|
Loading…
Reference in a new issue