From 2240c8983a4b06feaceba752785a1dd66b59136c Mon Sep 17 00:00:00 2001 From: Spoike Date: Fri, 28 Jan 2005 01:16:40 +0000 Subject: [PATCH] okay, not sure why those were issues... git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@839 fc73d0e0-1445-4013-8a0c-d673dee63da5 --- engine/gl/gl_backend.c | 98 +++++++++++++++++++++--------------------- 1 file changed, 49 insertions(+), 49 deletions(-) diff --git a/engine/gl/gl_backend.c b/engine/gl/gl_backend.c index 02cee5d0..cf51662f 100644 --- a/engine/gl/gl_backend.c +++ b/engine/gl/gl_backend.c @@ -340,9 +340,9 @@ static void Mesh_DeformTextureCoords(mesh_t *mesh, shaderpass_t *pass) out[d*3+1] = DotProduct((in+d*3), mesh->lightaxis[1]); out[d*3+2] = DotProduct((in+d*3), mesh->lightaxis[2]); } - glTexCoordPointer(3, GL_FLOAT, 0, out); + qglTexCoordPointer(3, GL_FLOAT, 0, out); - glEnableClientState( GL_TEXTURE_COORD_ARRAY ); + qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); } return; case TC_GEN_LIGHTMAP: @@ -362,53 +362,53 @@ static void Mesh_DeformTextureCoords(mesh_t *mesh, shaderpass_t *pass) } */ - glEnableClientState( GL_TEXTURE_COORD_ARRAY ); - glTexCoordPointer(2, GL_FLOAT, 0, in); + qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); + qglTexCoordPointer(2, GL_FLOAT, 0, in); } static void Mesh_SetShaderpassState ( shaderpass_t *pass, qboolean mtex ) { if ( (mtex && (pass->blendmode != GL_REPLACE)) || (pass->flags & SHADER_PASS_BLEND) ) { - glEnable (GL_BLEND); - glBlendFunc (pass->blendsrc, pass->blenddst); + qglEnable (GL_BLEND); + qglBlendFunc (pass->blendsrc, pass->blenddst); } else { -// glDisable (GL_BLEND); +// qglDisable (GL_BLEND); } if (pass->flags & SHADER_PASS_ALPHAFUNC) { - glEnable (GL_ALPHA_TEST); + qglEnable (GL_ALPHA_TEST); if (pass->alphafunc == SHADER_ALPHA_GT0) { - glAlphaFunc (GL_GREATER, 0); + qglAlphaFunc (GL_GREATER, 0); } else if (pass->alphafunc == SHADER_ALPHA_LT128) { - glAlphaFunc (GL_LESS, 0.5f); + qglAlphaFunc (GL_LESS, 0.5f); } else if (pass->alphafunc == SHADER_ALPHA_GE128) { - glAlphaFunc (GL_GEQUAL, 0.5f); + qglAlphaFunc (GL_GEQUAL, 0.5f); } } else { -// glDisable (GL_ALPHA_TEST); +// qglDisable (GL_ALPHA_TEST); } -// glDepthFunc (pass->depthfunc); +// qglDepthFunc (pass->depthfunc); if (pass->flags & SHADER_PASS_DEPTHWRITE) { - glDepthMask (GL_TRUE); + qglDepthMask (GL_TRUE); } else { -// glDepthMask (GL_FALSE); +// qglDepthMask (GL_FALSE); } } @@ -425,25 +425,25 @@ static void Mesh_DrawPass(shaderpass_t *pass, mesh_t *mesh) qglActiveTextureARB(GL_TEXTURE0_ARB+p); qglClientActiveTextureARB(GL_TEXTURE0_ARB+p); GL_BindType(pass[p].texturetype, pass[p].anim_frames[0]); - glEnable(pass[p].texturetype); + qglEnable(pass[p].texturetype); GL_TexEnv(pass[p].envmode); if (pass[p].envmode == GL_COMBINE_ARB) { - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, pass[p].combinesrc0); - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, pass[p].combinesrc1); - glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, pass[p].combinemode); + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, pass[p].combinesrc0); + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, pass[p].combinesrc1); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, pass[p].combinemode); } Mesh_DeformTextureCoords(mesh, pass+p); } - glDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes); + qglDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes); for (p = pass->numMergedPasses-1; p >= 0; p--) { qglActiveTextureARB(GL_TEXTURE0_ARB+p); qglClientActiveTextureARB(GL_TEXTURE0_ARB+p); - glDisable(pass[p].texturetype); - glDisableClientState( GL_TEXTURE_COORD_ARRAY ); + qglDisable(pass[p].texturetype); + qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); } } else @@ -455,18 +455,18 @@ static void Mesh_DrawPass(shaderpass_t *pass, mesh_t *mesh) GL_Bind(pass->anim_frames[0]); if (pass->texturetype != GL_TEXTURE_2D) { - glDisable(pass->texturetype); - glEnable(pass->texturetype); + qglDisable(pass->texturetype); + qglEnable(pass->texturetype); } - glDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes); + qglDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes); if (pass->texturetype != GL_TEXTURE_2D) { - glDisable(pass->texturetype); - glEnable(GL_TEXTURE_2D); + qglDisable(pass->texturetype); + qglEnable(GL_TEXTURE_2D); } - glDisableClientState( GL_TEXTURE_COORD_ARRAY ); + qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); } } @@ -475,11 +475,11 @@ void GL_PushShader(shader_t *shader) { if (!shader) { - glDisableClientState( GL_VERTEX_ARRAY ); + qglDisableClientState( GL_VERTEX_ARRAY ); return; } - glEnableClientState( GL_VERTEX_ARRAY ); + qglEnableClientState( GL_VERTEX_ARRAY ); } void GL_PushMesh(mesh_t *mesh, int deluxnum, int lmnum) { @@ -515,50 +515,50 @@ void GL_DrawMesh(mesh_t *mesh, shader_t *shader, int texturenum, int lmtexturenu shader->passes[0].texturetype = GL_TEXTURE_2D; } if (!shader->numdeforms) - glVertexPointer(3, GL_FLOAT, 16, mesh->xyz_array); + qglVertexPointer(3, GL_FLOAT, 16, mesh->xyz_array); else { MakeDeforms(shader, tempxyzarray, mesh->xyz_array, mesh->numvertexes); - glVertexPointer(3, GL_FLOAT, 16, tempxyzarray); + qglVertexPointer(3, GL_FLOAT, 16, tempxyzarray); } - if (mesh->normals_array && glNormalPointer) + if (mesh->normals_array && qglNormalPointer) { - glNormalPointer(GL_FLOAT, 0, mesh->normals_array); - glEnableClientState( GL_NORMAL_ARRAY ); + qglNormalPointer(GL_FLOAT, 0, mesh->normals_array); + qglEnableClientState( GL_NORMAL_ARRAY ); } - glEnableClientState( GL_VERTEX_ARRAY ); - if (mesh->colors_array && glColorPointer) + qglEnableClientState( GL_VERTEX_ARRAY ); + if (mesh->colors_array && qglColorPointer) { - glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array); - glEnableClientState( GL_COLOR_ARRAY ); + qglColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array); + qglEnableClientState( GL_COLOR_ARRAY ); } for (i =0 ; i < shader->numpasses; i+=shader->passes[i].numMergedPasses) Mesh_DrawPass(shader->passes+i, mesh); - glDisableClientState( GL_VERTEX_ARRAY ); - glDisableClientState( GL_COLOR_ARRAY ); - glDisableClientState( GL_NORMAL_ARRAY ); + qglDisableClientState( GL_VERTEX_ARRAY ); + qglDisableClientState( GL_COLOR_ARRAY ); + qglDisableClientState( GL_NORMAL_ARRAY ); /* //show normals if (mesh->normals_array) { - glColor3f(1,1,1); - glDisable(GL_TEXTURE_2D); - glBegin(GL_LINES); + qglColor3f(1,1,1); + qglDisable(GL_TEXTURE_2D); + qglBegin(GL_LINES); for (i = 0; i < mesh->numvertexes; i++) { - glVertex3f( mesh->xyz_array[i][0], + qglVertex3f( mesh->xyz_array[i][0], mesh->xyz_array[i][1], mesh->xyz_array[i][2]); - glVertex3f( mesh->xyz_array[i][0] + mesh->normals_array[i][0], + qglVertex3f( mesh->xyz_array[i][0] + mesh->normals_array[i][0], mesh->xyz_array[i][1] + mesh->normals_array[i][1], mesh->xyz_array[i][2] + mesh->normals_array[i][2]); } - glEnd(); - glEnable(GL_TEXTURE_2D); + qglEnd(); + qglEnable(GL_TEXTURE_2D); } */ }