byte noise[64*64];
byte data[64*64][4];
- fractalnoise(noise, 64);
+ fractalnoise(noise, 64, 16);
// convert to RGBA data
for (i = 0;i < 64*64;i++)
void GL_DrawModelMesh(int skin, byte *colors, maliashdr_t *maliashdr)
{
int i;
+ if (!r_render.value)
+ return;
glBindTexture(GL_TEXTURE_2D, skin);
if (!colors)
{
R_AliasLerpVerts(maliashdr->numverts, lerp, (trivert2 *)((int) maliashdr + maliashdr->posedata) + ent->draw_lastpose * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin, (trivert2 *)((int) maliashdr + maliashdr->posedata) + ent->draw_pose * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin);
// prep the vertex array as early as possible
- if (gl_vertexarrays.value)
+ if (r_render.value)
{
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
+ if (gl_vertexarrays.value)
+ {
+ qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ }
}
R_LightModel(maliashdr->numverts, org, color);
+ if (!r_render.value)
+ return;
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glShadeModel(GL_SMOOTH);
if (effects & EF_ADDITIVE)
float lerp;
md2memframe_t *frame1, *frame2;
- glBindTexture(GL_TEXTURE_2D, skin);
+ if (r_render.value)
+ glBindTexture(GL_TEXTURE_2D, skin);
softwaretransformforentity(ent);
R_LightModel(pheader->num_xyz, org, color);
+ if (!r_render.value)
+ return;
if (gl_vertexarrays.value)
{
// LordHavoc: big mess...
if ((flags & EF_FULLBRIGHT) || (effects & EF_FULLBRIGHT))
color[0] = color[1] = color[2] = 256;
else
- {
- // HACK HACK HACK -- no fullbright colors, so make torches full light
- if (!strcmp (clmodel->name, "progs/flame2.mdl") || !strcmp (clmodel->name, "progs/flame.mdl") )
- color[0] = color[1] = color[2] = 128;
- else
- R_LightPoint (color, org);
- }
+ R_LightPoint (color, org);
- glDisable(GL_ALPHA_TEST);
+ if (r_render.value)
+ glDisable(GL_ALPHA_TEST);
if (frame < 0 || frame >= clmodel->numframes)
{
skinset = skinanim + i*5;
}
- glEnable (GL_TEXTURE_2D);
+ if (r_render.value)
+ glEnable (GL_TEXTURE_2D);
c_alias_polys += clmodel->numtris;
if (clmodel->aliastype == ALIASTYPE_MD2)