]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
fix really stupid typo in SV_Move code, this cures the 'monsters walking through...
[xonotic/darkplaces.git] / gl_backend.c
index ddfe5bbc39fff9998c848b85ae28d47afdaabf31..aa1f23c3c5f73f9a6ada06e7b2bdc2b12a1aa262 100644 (file)
@@ -379,7 +379,7 @@ typedef struct gltextureunit_s
        int arrayenabled;
        unsigned int arraycomponents;
        const void *pointer_texcoord;
-       float rgbscale, alphascale;
+       int rgbscale, alphascale;
        int combinergb, combinealpha;
        // FIXME: add more combine stuff
        // texmatrixenabled exists only to avoid unnecessary texmatrix compares
@@ -566,8 +566,6 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2)
 {
        if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
        {
-               if (r_showtrispass)
-                       return;
                qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
                if (gl_state.blendfunc2 == GL_ZERO)
                {
@@ -603,8 +601,6 @@ void GL_DepthMask(int state)
 {
        if (gl_state.depthmask != state)
        {
-               if (r_showtrispass)
-                       return;
                qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
        }
 }
@@ -613,8 +609,6 @@ void GL_DepthTest(int state)
 {
        if (gl_state.depthtest != state)
        {
-               if (r_showtrispass && r_showdisabledepthtest.integer)
-                       return;
                gl_state.depthtest = state;
                if (gl_state.depthtest)
                {
@@ -641,8 +635,6 @@ void GL_Color(float cr, float cg, float cb, float ca)
 {
        if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
        {
-               if (r_showtrispass)
-                       return;
                gl_state.color4f[0] = cr;
                gl_state.color4f[1] = cg;
                gl_state.color4f[2] = cb;
@@ -653,16 +645,6 @@ void GL_Color(float cr, float cg, float cb, float ca)
        }
 }
 
-void GL_ShowTrisColor(float cr, float cg, float cb, float ca)
-{
-       if (!r_showtrispass)
-               return;
-       r_showtrispass = 0;
-       GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca);
-       r_showtrispass = 1;
-}
-
-
 void GL_LockArrays(int first, int count)
 {
        if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
@@ -707,10 +689,6 @@ void GL_ScissorTest(int state)
 
 void GL_Clear(int mask)
 {
-       // in showtris rendering, don't clear the color buffer as that would hide
-       // the accumulated lines
-       if (r_showtrispass)
-               mask &= ~GL_COLOR_BUFFER_BIT;
        qglClear(mask);CHECKGLERROR
 }
 
@@ -746,6 +724,26 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
        if (!programobject)
                return 0;
 
+       if (developer.integer >= 100)
+       {
+               int i;
+               Con_Printf("Compiling shader:\n");
+               if (vertexstrings_count)
+               {
+                       Con_Printf("------ VERTEX SHADER ------\n");
+                       for (i = 0;i < vertexstrings_count;i++)
+                               Con_Print(vertexstrings_list[i]);
+                       Con_Print("\n");
+               }
+               if (fragmentstrings_count)
+               {
+                       Con_Printf("------ FRAGMENT SHADER ------\n");
+                       for (i = 0;i < fragmentstrings_count;i++)
+                               Con_Print(fragmentstrings_list[i]);
+                       Con_Print("\n");
+               }
+       }
+
        if (vertexstrings_count)
        {
                CHECKGLERROR
@@ -862,11 +860,6 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *
                return;
        }
        //CHECKGLERROR
-       if (r_showtrispass)
-       {
-               R_Mesh_Draw_ShowTris(firstvertex, numvertices, numtriangles, elements);
-               return;
-       }
        renderstats.meshes++;
        renderstats.meshes_elements += numelements;
        if (gl_paranoid.integer)
@@ -1083,8 +1076,6 @@ void R_Mesh_VertexPointer(const float *vertex3f)
 
 void R_Mesh_ColorPointer(const float *color4f)
 {
-       if (r_showtrispass)
-               return;
        if (gl_state.pointer_color != color4f)
        {
                CHECKGLERROR
@@ -1110,8 +1101,6 @@ void R_Mesh_ColorPointer(const float *color4f)
 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
-       if (r_showtrispass)
-               return;
        // update array settings
        if (texcoord)
        {
@@ -1149,8 +1138,6 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in
        gltextureunit_t *unit = gl_state.units + unitnum;
        if (unitnum >= backendimageunits)
                return;
-       if (r_showtrispass)
-               return;
        // update 1d texture binding
        if (unit->t1d != tex1d)
        {
@@ -1242,8 +1229,6 @@ void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
        gltextureunit_t *unit = gl_state.units + unitnum;
        if (unitnum >= backendimageunits)
                return;
-       if (r_showtrispass)
-               return;
        // update 1d texture binding
        if (unit->t1d != texnum)
        {
@@ -1311,8 +1296,6 @@ void R_Mesh_TexBind(unsigned int unitnum, int texnum)
        gltextureunit_t *unit = gl_state.units + unitnum;
        if (unitnum >= backendimageunits)
                return;
-       if (r_showtrispass)
-               return;
        // update 1d texture binding
        if (unit->t1d)
        {
@@ -1380,8 +1363,6 @@ void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
        gltextureunit_t *unit = gl_state.units + unitnum;
        if (unitnum >= backendimageunits)
                return;
-       if (r_showtrispass)
-               return;
        // update 1d texture binding
        if (unit->t1d)
        {
@@ -1449,8 +1430,6 @@ void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
        gltextureunit_t *unit = gl_state.units + unitnum;
        if (unitnum >= backendimageunits)
                return;
-       if (r_showtrispass)
-               return;
        // update 1d texture binding
        if (unit->t1d)
        {
@@ -1516,8 +1495,6 @@ void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
-       if (r_showtrispass)
-               return;
        if (matrix->m[3][3])
        {
                // texmatrix specified, check if it is different
@@ -1550,8 +1527,6 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
-       if (r_showtrispass)
-               return;
        if (gl_combine.integer)
        {
                // GL_ARB_texture_env_combine