More warnings fixed in D3D.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2724 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Molgrum 2007-10-06 15:33:38 +00:00
parent 2dab3902f7
commit 8482bc2c52
6 changed files with 44 additions and 11 deletions

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@ -1,6 +1,7 @@
#include "quakedef.h"
#ifdef D3DQUAKE
#include "d3dquake.h"
#include "glquake.h"
extern mleaf_t *r_viewleaf, *r_oldviewleaf;
extern mleaf_t *r_viewleaf2, *r_oldviewleaf2;

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@ -2,7 +2,7 @@
#ifdef D3DQUAKE
#include "winquake.h"
#include "d3dquake.h"
#include "glquake.h"
#pragma comment(lib, "d3dx.lib")
#pragma comment(lib, "ddraw.lib")

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@ -2,6 +2,7 @@
#ifdef D3DQUAKE
#include "winquake.h"
#include "d3d9quake.h"
#include "glquake.h"
#include "renderque.h"
mleaf_t *r_viewleaf, *r_oldviewleaf;

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@ -2,6 +2,7 @@
#ifdef D3DQUAKE
#include "winquake.h"
#include "d3d9quake.h"
#include "glquake.h"
//#include "d3d9.h"

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@ -627,7 +627,7 @@ qboolean GL_LoadHeightmapModel (model_t *mod, void *buffer)
heightmap_t *hm;
unsigned short *heightmap;
int size;
int x, y;
int x;
float skyrotate;
vec3_t skyaxis;
@ -769,6 +769,8 @@ qboolean GL_LoadHeightmapModel (model_t *mod, void *buffer)
for (x = 0; x < numsegs; x++)
{
int y;
for (y = 0; y < numsegs; y++)
{
hm->textures[x+y*SECTIONS] = Mod_LoadHiResTexture(va("%s%02ix%02i%s", basetexname, x, y, exttexname), "", true, true, false);

View File

@ -261,7 +261,7 @@ extern int image_width, image_height;
int Mod_LoadHiResTexture(char *name, char *subpath, qboolean mipmap, qboolean alpha, qboolean gammaadjust);
int Mod_LoadBumpmapTexture(char *name, char *subpath);
#if defined(RGLQUAKE)
#ifdef RGLQUAKE
void R_TranslatePlayerSkin (int playernum);
void GL_Bind (int texnum);
void GL_MBind( GLenum target, int texnum );
@ -303,25 +303,28 @@ void R_DrawLightning(entity_t *e);
void R_DrawBeam( entity_t *e );
void P_FlushRenderer(void);
#endif
//
// vid_gl*.c
//
#ifdef RGLQUAKE
void GL_DoSwap (void);
#endif
//
// gl_backend.c
//
#ifdef RGLQUAKE
void R_BackendInit(void);
void R_IBrokeTheArrays(void);
#endif
//
// gl_warp.c
//
#ifdef RGLQUAKE
void GL_DrawSkyBox (msurface_t *s);
#endif
void GL_SubdivideSurface (msurface_t *fa, float dividesize);
void GL_EmitBothSkyLayers (msurface_t *fa);
void EmitWaterPolys (msurface_t *fa, float basealpha);
@ -333,16 +336,26 @@ void R_ClearSkyBox (void);
void R_DrawSkyBox (msurface_t *s);
void R_ForceSkyBox (void);
void R_AddSkySurface (msurface_t *fa);
#endif
#ifdef D3DQUAKE
void D3D7_DrawSkyChain (msurface_t *s);
void D3D7_DrawSkySphere (msurface_t *fa);
void D3D9_DrawSkyChain (msurface_t *s);
void D3D9_DrawSkySphere (msurface_t *fa);
#endif
//
// gl_draw.c
//
#ifdef RGLQUAKE
int GL_LoadPicTexture (qpic_t *pic);
void GL_Set2D (void);
#endif
//
// gl_rmain.c
//
#ifdef RGLQUAKE
qboolean R_CullBox (vec3_t mins, vec3_t maxs);
qboolean R_CullSphere (vec3_t origin, float radius);
qboolean R_CullEntityBox(entity_t *e, vec3_t modmins, vec3_t modmaxs);
@ -350,8 +363,12 @@ void R_RotateForEntity (entity_t *e);
void GL_InitSceneProcessingShaders (void);
void GL_SetupSceneProcessingTextures (void);
#endif
//gl_alias.c
//
// gl_alias.c
//
#ifdef RGLQUAKE
void R_DrawGAliasModel (entity_t *e);
void R_DrawGAliasShadowVolume(entity_t *e, vec3_t lightpos, float radius);
void R_DrawGAliasModelLighting (entity_t *e, vec3_t lightpos, vec3_t colours, float radius);
@ -364,32 +381,43 @@ void R_DrawGroupModel (entity_t *ent);
//typedef float m3by3_t[3][3];
//int GetTag(model_t *mod, char *tagname, int frame, float **org, m3by3_t **ang);
#endif
//
// gl_rlight.c
//
#ifdef RGLQUAKE
void GLR_MarkLights (dlight_t *light, int bit, mnode_t *node);
void GLR_MarkQ2Lights (dlight_t *light, int bit, mnode_t *node);
void GLR_AnimateLight (void);
void GLR_RenderDlights (void);
int GLR_LightPoint (vec3_t p);
void GLQ3_LightGrid(model_t *mod, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir);
#endif
#if defined(RGLQUAKE) || defined(D3DQUAKE)
void GLR_AnimateLight (void);
#endif
//gl_heightmap.c
//
// gl_heightmap.c
//
#ifdef RGLQUAKE
void GL_DrawHeightmapModel (entity_t *e);
qboolean GL_LoadHeightmapModel (model_t *mod, void *buffer);
#endif
//gl_bloom.c
#ifdef RGLQUAKE
void R_BloomRegister(void);
void R_BloomBlend(void);
void R_InitBloomTextures(void);
#endif
//
// gl_rsurf.c
//
#ifdef RGLQUAKE
void R_DrawBrushModel (entity_t *e);
void R_DrawWorld (void);
void GL_BuildLightmaps (void);
@ -415,13 +443,13 @@ typedef struct {
} lightmapinfo_t;
#endif
#endif
//gl_ppl.c
void PPL_DrawWorld (void);
qboolean PPL_ShouldDraw(void);
void RotateLightVector(vec3_t *angles, vec3_t origin, vec3_t lightpoint, vec3_t result);
#endif
//
// gl_refrag.c
//