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synced 2024-11-23 08:49:50 +00:00
Adapting some missing stuffs to vitaGL.
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@ -125,12 +125,14 @@ void R_RenderShadowEdges( void ) {
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// if it doesn't share the edge with another front facing
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// triangle, it is a sil edge
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if ( hit[ 1 ] == 0 ) {
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qglBegin( GL_TRIANGLE_STRIP );
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qglVertex3fv( tess.xyz[ i ] );
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qglVertex3fv( shadowXyz[ i ] );
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qglVertex3fv( tess.xyz[ i2 ] );
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qglVertex3fv( shadowXyz[ i2 ] );
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qglEnd();
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float vertices[] = {
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tess.xyz[i][0], tess.xyz[i][1], tess.xyz[i][2],
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shadowXyz[i][0], shadowXyz[i][1], shadowXyz[i][2],
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tess.xyz[i2][0], tess.xyz[i2][1], tess.xyz[i2][2],
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shadowXyz[i2][0], shadowXyz[i2][1], shadowXyz[i2][2]
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};
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vglVertexPointer( 3, GL_FLOAT, 0, 4, vertices );
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vglDrawObjects(GL_TRIANGLE_STRIP, 4, GL_TRUE);
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c_edges++;
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} else {
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c_rejected++;
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@ -369,18 +369,24 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
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for ( t = mins[1]+HALF_SKY_SUBDIVISIONS; t < maxs[1]+HALF_SKY_SUBDIVISIONS; t++ )
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{
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qglBegin( GL_TRIANGLE_STRIP );
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float *texcoord = gTexCoordBuffer;
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float *vertices = gVertexBuffer;
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int numindices = 0;
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for ( s = mins[0]+HALF_SKY_SUBDIVISIONS; s <= maxs[0]+HALF_SKY_SUBDIVISIONS; s++ )
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{
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qglTexCoord2fv( s_skyTexCoords[t][s] );
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qglVertex3fv( s_skyPoints[t][s] );
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qglTexCoord2fv( s_skyTexCoords[t+1][s] );
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qglVertex3fv( s_skyPoints[t+1][s] );
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memcpy(gTexCoordBuffer, s_skyTexCoords[t][s], sizeof(vec2_t));
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memcpy(gVertexBuffer, s_skyPoints[t][s], sizeof(vec3_t));
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gVertexBuffer += 3;
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gTexCoordBuffer += 2;
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memcpy(gTexCoordBuffer, s_skyTexCoords[t+1][s], sizeof(vec2_t));
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memcpy(gVertexBuffer, s_skyPoints[t+1][s], sizeof(vec3_t));
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gVertexBuffer += 3;
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gTexCoordBuffer += 2;
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numindices += 2;
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}
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qglEnd();
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vglVertexPointerMapped(vertices);
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vglTexCoordPointerMapped(texcoord);
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vglDrawObjects(GL_TRIANGLE_STRIP, numindices, GL_TRUE);
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}
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}
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