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gl: Rename some variables to improve readability
Improve readability and consistency with the NQ function: inwidth -> instride tinwidth -> inwidth tinheight -> inheight Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
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@ -317,8 +317,8 @@ R_TranslatePlayerSkin(int playernum)
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byte *original;
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unsigned pixels[512 * 256];
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unsigned scaled_width, scaled_height;
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int inwidth;
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int tinwidth, tinheight;
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int instride;
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int inwidth, inheight;
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player_info_t *player;
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char s[512];
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@ -366,17 +366,17 @@ R_TranslatePlayerSkin(int playernum)
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// locate the original skin pixels
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//
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// real model width
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tinwidth = 296;
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tinheight = 194;
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inwidth = 296;
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inheight = 194;
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if (!player->skin)
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Skin_Find(player);
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if ((original = Skin_Cache(player->skin)) != NULL) {
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//skin data width
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inwidth = 320;
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instride = 320;
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} else {
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original = player_8bit_texels;
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inwidth = 296;
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instride = 296;
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}
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// because this happens during gameplay, do it fast
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@ -392,7 +392,7 @@ R_TranslatePlayerSkin(int playernum)
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scaled_height = qmin((unsigned)gl_max_size.value, scaled_height);
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if (VID_Is8bit()) { // 8bit texture upload
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ResampleXlate8(original, tinwidth, tinheight, inwidth,
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ResampleXlate8(original, inwidth, inheight, instride,
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(byte *)pixels, scaled_width, scaled_height,
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translate);
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GL_Upload8_EXT((byte *)pixels, scaled_width, scaled_height, false);
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@ -402,7 +402,7 @@ R_TranslatePlayerSkin(int playernum)
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for (i = 0; i < 256; i++)
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translate32[i] = d_8to24table[translate[i]];
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ResampleXlate32(original, tinwidth, tinheight, inwidth,
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ResampleXlate32(original, inwidth, inheight, instride,
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pixels, scaled_width, scaled_height,
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translate32);
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glTexImage2D(GL_TEXTURE_2D, 0, gl_solid_format, scaled_width,
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