R_Mesh_ResetTextureState();
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthRange(0, 1);
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(true);
GL_DepthMask(false);
GL_Color(0, 0, 0, 1);
GL_DepthTest(true);
GL_DepthMask(false);
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
- qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
qglDisable(GL_STENCIL_TEST);CHECKGLERROR
qglStencilMask(~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_ColorMask(0, 0, 0, 0);
- qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
+ GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
qglDepthFunc(GL_LESS);CHECKGLERROR
qglEnable(GL_STENCIL_TEST);CHECKGLERROR
r_shadow_rendermode = r_shadow_shadowingrendermode;
GL_DepthRange(0, 1);
GL_DepthTest(r_showshadowvolumes.integer < 2);
GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1);
- qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
+ GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
GL_CullFace(GL_NONE);
r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
}
if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
return;
GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
if (rsurface.texture->colormapping)
GL_DepthRange(0, 1);
GL_DepthTest(false);
GL_DepthMask(false);
- qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+ GL_PolygonOffset(0, 0);CHECKGLERROR
GL_Color(0, 0, 0, 0.5);
GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
qglDepthFunc(GL_ALWAYS);CHECKGLERROR