#include "quakedef.h"
-//cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"};
cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
-//cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"};
cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "0"};
cvar_t gl_mesh_transtriangles = {0, "gl_mesh_transtriangles", "16384"};
cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "0"};
}
}
-//static float gldepthmin, gldepthmax;
-
/*
=============
GL_SetupFrame
if (!r_render.integer)
return;
-// qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
-// gldepthmin = 0;
-// gldepthmax = 1;
qglDepthFunc (GL_LEQUAL);CHECKGLERROR
-// qglDepthRange (gldepthmin, gldepthmax);CHECKGLERROR
-
// set up viewpoint
qglMatrixMode(GL_PROJECTION);CHECKGLERROR
qglLoadIdentity ();CHECKGLERROR
// set view pyramid
qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
-// qglCullFace(GL_FRONT);CHECKGLERROR
-
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
qglLoadIdentity ();CHECKGLERROR
qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR
// camera location
qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR
-
-// qglGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
-
- //
- // set drawing parms
- //
-// if (gl_cull.integer)
-// {
-// qglEnable(GL_CULL_FACE);CHECKGLERROR
-// }
-// else
-// {
-// qglDisable(GL_CULL_FACE);CHECKGLERROR
-// }
-
-// qglEnable(GL_BLEND);CHECKGLERROR
-// qglEnable(GL_DEPTH_TEST);CHECKGLERROR
-// qglDepthMask(1);CHECKGLERROR
}
static int mesh_blendfunc1;
}
qglEnd();
}
- /*
- if (qglDrawRangeElements)
- qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, index);
- else
- {
- }
- #ifdef WIN32
- // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32
- qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
- #else
- qglDrawRangeElements(GL_TRIANGLES, firstvert, firstvert + mesh->verts, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
- #endif
- */
}
// renders mesh buffers, called to flush buffers when full
if (!currentmesh)
return;
+ if (!r_render.integer)
+ {
+ currentmesh = 0;
+ currenttriangle = 0;
+ currentvertex = 0;
+ return;
+ }
+
CHECKGLERROR
GL_UpdateFarclip();
if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer == 0)
GL_ConvertColorsFloatToByte();
- // lock the arrays now that they will have no further modifications
- //GL_LockArray(0, currentvertex);CHECKGLERROR
if (gl_backend_rebindtextures)
{
gl_backend_rebindtextures = false;
else
memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
}
- #if 0
- for (;j < backendunits;j++)
- memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t));
- #endif
if (currenttriangle >= max_batch)
R_Mesh_Render();
memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
- #if 0
- for (;j < backendunits;j++)
- memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t));
- #endif
memcpy(fcolor, m->color, m->numverts * sizeof(buf_fcolor_t));
*/
void SCR_UpdateScreen (void)
{
- //Mem_CheckSentinelsGlobal();
- //R_TimeReport("memtest");
-
VID_Finish ();
R_TimeReport("finish");
// (this doesn't wait for the commands themselves to complete)
qglFlush();
}
+