Looks like an old hack to deal with smaller max texture sizes in the
old, old days. Probably pre-dates the checking of GL_MAX_TEXTURE_SIZE.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Remove the tests for GL_EXT_texture_object (only being done in the wgl
target anyway). And now the basic SDL OpenGL target works on Win32 too.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
8-bit paletted textures are deprecated functionailty (removed in
OpenGL 3.1 core) so probably not worth supporting them anymore. May be
worth looking at supporting a configuration where we do this via
shaders if the environment is particularly memory size or bandwidth
constrained.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
clang pointed out a number of "unused" variables. These are "used" in
the sense that we do assign things to them, but the results are never
looked at.
As far as I can tell, all the cases included in this commit don't
point to any subtle bugs and should be safe to remove.
Tidy up the coordinate checks on a number of the Draw_* functions and add a
similar check to the Draw_TileClear function.
Thanks to Sander van Dijk <a.h.vandijk@gmail.com> for the idea.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Annotate a few functions (BOPS_Error, Sys_Error, Sys_Quit and SV_Error) with
the gcc attribute "noreturn" and clean up a few lines of dead code which were
only there previously to quiet the corresponding compiler warnings.
Based on a patch from O.Sezer <sezero@users.sourceforge.net>
Signed-off-by: Tyrann <tyrann@disenchant.net>
the array size of gltexture_t->identifier should be MAX_QPATH (at least for
consistancy.)
Signed-off-by: O.Sezer <sezero@users.sourceforge.net>
Signed-off-by: Tyrann <tyrann@disenchant.net>
Add new effect, selectable with "gl_constretch 1", which makes the console
background appear to stretch as it expands from the top of the screen, as
opposed to the normal scroll down effect.
Thanks to Steven A. and Ozkan for the patch.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Rather than just assuming that the texture handles that we generate are okay
to use, use the proper glGenTextures function. Note that we're still leaking
textures all over the place (every map load, etc.) - proper texture management
is still needed.
Signed-off-by: Tyrann <tyrann@disenchant.net>
This is the only instance of WIN32 left in the quake source. The rest are
_WIN32, so update this one to match.
Signed-off-by: Tyrann <tyrann@disenchant.net>