- all non-shader related GL calls are gone from the main code base.

This commit is contained in:
Christoph Oelckers 2019-10-04 21:13:04 +02:00
parent f992aebf33
commit ae1e090716
20 changed files with 160 additions and 169 deletions

View file

@ -1992,8 +1992,8 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
GLInterface.SetDepthFunc(Depth_LessEqual);
}
if ((grhalfxdown10x >= 0) ^((globalorientation&8) != 0) ^((globalorientation&4) != 0)) glFrontFace(GL_CW); else glFrontFace(GL_CCW);
GLInterface.SetCull(Cull_Back);
int winding = ((grhalfxdown10x >= 0) ^((globalorientation&8) != 0) ^((globalorientation&4) != 0))? Winding_CW : Winding_CCW;
GLInterface.SetCull(Cull_Back, winding);
// tinting
pc[0] = pc[1] = pc[2] = ((float)numshades - min(max((globalshade * shadescale) + m->shadeoff, 0.f), (float)numshades)) / (float)numshades;
@ -2022,7 +2022,7 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
al=alphahackarray[globalpicnum] * (1.f/255.f);
GLInterface.EnableBlend(true);
GLInterface.EnableAlphaTest(true);
glAlphaFunc(GL_GREATER,al);
GLInterface.SetAlphaThreshold(al);
}
else
{