int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes
cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"};
-cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "1"};
+cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "0"};
cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"};
cvar_t gl_nosubimage = {"gl_nosubimage", "0"};
cvar_t r_ambient = {"r_ambient", "0"};
cvar_t gl_vertex = {"gl_vertex", "0"};
+cvar_t gl_texsort = {"gl_texsort", "1"};
//cvar_t gl_funnywalls = {"gl_funnywalls", "0"}; // LordHavoc: see BuildSurfaceDisplayList
-qboolean lightmaprgba, nosubimagefragments, nosubimage;
+qboolean lightmaprgba, nosubimagefragments, nosubimage, skyisvisible;
int lightmapbytes;
-qboolean skyisvisible;
extern qboolean gl_arrays;
extern int r_dlightframecount;
-void glrsurf_init()
+void gl_surf_start()
+{
+}
+
+void gl_surf_shutdown()
+{
+}
+
+void GL_Surf_Init()
{
int i;
for (i = 0;i < MAX_LIGHTMAPS;i++)
Cvar_RegisterVariable(&r_ambient);
// Cvar_RegisterVariable(&gl_funnywalls);
Cvar_RegisterVariable(&gl_vertex);
+ Cvar_RegisterVariable(&gl_texsort);
// check if it's the glquake minigl driver
if (strncasecmp(gl_vendor,"3Dfx",4)==0)
if (!gl_arrays)
// Cvar_SetValue("gl_nosubimage", 1);
Cvar_SetValue("gl_lightmode", 0);
}
+
+ R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown);
}
extern qboolean lighthalf;
{
int smax, tmax;
// upload the new lightmap texture fragment
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum);
+ if(r_upload.value)
+ glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum);
if (nosubimage || nosubimagefragments)
{
if (lightmapupdate[lnum][0] > s->light_t)
if (lightmaprgba)
{
R_BuildLightMap (s, templight, smax * 4);
- glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
+ if(r_upload.value)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
}
else
{
R_BuildLightMap (s, templight, smax * 3);
- glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
+ if(r_upload.value)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
}
}
}
extern int alphaskytexture;
extern float speedscale; // for top sky and bottom sky
-qboolean mtexenabled = false;
-
extern char skyname[];
void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-//extern cvar_t r_dynamicwater;
float turbsin[256] =
{
#include "gl_warp_sin.h"
{
if (lightmapupdate[i][0] < lightmapupdate[i][1])
{
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
- if (nosubimage)
- {
- if (lightmaprgba)
- glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
- else
- glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
- }
- else
+ if(r_upload.value)
{
- if (lightmaprgba)
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0]));
+ glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
+ if (nosubimage)
+ {
+ if (lightmaprgba)
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
+ else
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
+ }
else
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0]));
+ {
+ if (lightmaprgba)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0]));
+ else
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0]));
+ }
}
}
lightmapupdate[i][0] = BLOCK_HEIGHT;
}
}
-void R_SkySurf(msurface_t *s, qboolean transform)
+float wvert[1024*6]; // used by the following functions
+
+void RSurf_DrawSky(msurface_t *s, int transform)
{
glpoly_t *p;
int i;
}
}
-void R_WaterSurf(msurface_t *s, texture_t *t, qboolean transform, int alpha)
+int RSurf_Light(int *dlightbits, glpoly_t *polys)
{
- int i, a, b;
- unsigned int c;
- float cr, cg, cb, radius, radius2, f;
- float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
- glpoly_t *p;
- float wvert[64*6], *wv, *v, *lightorigin;
- dlight_t *light;
- wv = wvert;
- for (p = s->polys;p;p = p->next)
- {
- for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- if (transform)
- softwaretransform(v, wv);
- else
- VectorCopy(v, wv);
- if (r_waterripple.value)
- wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- wv[3] = wv[4] = wv[5] = 128.0f;
- wv += 6;
- }
- }
- if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+ float cr, cg, cb, radius, radius2, f, *v, *wv;
+ int i, a, b, lit = false;
+ unsigned int c, d;
+ dlight_t *light;
+ vec_t *lightorigin;
+ glpoly_t *p;
+ for (a = 0;a < 8;a++)
{
- for (a = 0;a < 8;a++)
+ if ((c = dlightbits[a]))
{
- if (c = s->dlightbits[a])
+ for (b = 0, d = 1;c;b++, d <<= 1)
{
- for (b = 0;c && b < 32;b++)
+ if (c & d)
{
- if (c & (1 << b))
+ c -= d;
+ light = &cl_dlights[a * 32 + b];
+ lightorigin = light->origin;
+ cr = light->color[0];
+ cg = light->color[1];
+ cb = light->color[2];
+ radius = light->radius*light->radius*LIGHTSCALE;
+ radius2 = radius * (256.0f / LIGHTSCALE);
+ wv = wvert;
+ for (p = polys;p;p = p->next)
{
- c -= (1 << b);
- light = &cl_dlights[a * 32 + b];
- lightorigin = light->origin;
- cr = light->color[0];
- cg = light->color[1];
- cb = light->color[2];
- radius = light->radius*light->radius*16.0f;
- radius2 = radius * 16.0f;
- wv = wvert;
- for (p = s->polys;p;p = p->next)
+ for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
{
- for (i = 0;i < p->numverts;i++, wv += 6)
+ f = VectorDistance2(wv, lightorigin);
+ if (f < radius)
{
- f = VectorDistance2(wv, lightorigin);
- if (f < radius)
- {
- f = radius2 / (f + 65536.0f);
- wv[3] += cr * f;
- wv[4] += cg * f;
- wv[5] += cb * f;
- }
+ f = radius2 / (f + LIGHTOFFSET);
+ wv[3] += cr * f;
+ wv[4] += cg * f;
+ wv[5] += cb * f;
+ lit = true;
}
+ wv += 6;
}
}
- c >>= 1;
- b++;
}
}
}
}
+ return lit;
+}
+
+void RSurf_DrawWater(msurface_t *s, texture_t *t, int transform, int alpha)
+{
+ int i;
+ float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
+ glpoly_t *p;
+ float *wv, *v;
wv = wvert;
- // FIXME: make fog texture if water texture is transparent?
- if (lighthalf)
+ for (p = s->polys;p;p = p->next)
{
- for (p=s->polys ; p ; p=p->next)
+ for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
{
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
- transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) wv[3] >> 1,(int) wv[4] >> 1,(int) wv[5] >> 1,alpha);
- transpolyend();
+ if (transform)
+ softwaretransform(v, wv);
+ else
+ VectorCopy(v, wv);
+ if (r_waterripple.value)
+ wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
+ wv[3] = wv[4] = wv[5] = 128.0f;
+ wv += 6;
}
}
- else
+ if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+ RSurf_Light(s->dlightbits, s->polys);
+ wv = wvert;
+ // FIXME: make fog texture if water texture is transparent?
+ for (p=s->polys ; p ; p=p->next)
{
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
- transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) wv[3],(int) wv[4],(int) wv[5],alpha);
- transpolyend();
- }
+ transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+ transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), wv[3], wv[4], wv[5], alpha);
+ transpolyend();
}
}
-void R_WallSurf(msurface_t *s, texture_t *t, qboolean transform)
+void RSurf_CheckLightmap(msurface_t *s)
{
- int i, a, b;
- unsigned int c;
- glpoly_t *p;
- float wvert[64*6], *wv, *v, cr, cg, cb, radius, radius2, f, *lightorigin;
- dlight_t *light;
- // check for lightmap modification
if (r_dynamic.value)
{
if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf
|| (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))
R_UpdateLightmap(s, s->lightmaptexturenum);
}
- wv = wvert;
- for (p = s->polys;p;p = p->next)
+}
+
+void RSurf_Transform(glpoly_t *p, int transform)
+{
+ int i;
+ float *v, *wv = wvert;
+ for (;p;p = p->next)
{
for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
{
wv += 6;
}
}
- if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+}
+
+void RSurf_EmitWallpolys(int lightmap, glpoly_t *p, texture_t *t, int lit)
+{
+ int i;
+ float *v, *wv = wvert;
+ wallpoly_t *wp = &wallpoly[currentwallpoly];
+ wallvert_t *out = &wallvert[currentwallvert];
+ for (;p;p = p->next)
{
- for (a = 0;a < 8;a++)
+ if (currentwallpoly >= MAX_WALLPOLYS)
+ break;
+ if (currentwallvert+p->numverts > MAX_WALLVERTS)
+ break;
+ v = p->verts[0];
+ wp->texnum = (unsigned short) t->gl_texturenum;
+ wp->lighttexnum = (unsigned short) lightmap;
+ wp->glowtexnum = (unsigned short) t->gl_glowtexturenum;
+ wp->firstvert = currentwallvert;
+ wp->numverts = p->numverts;
+ wp->lit = lit;
+ wp++;
+ currentwallpoly++;
+ currentwallvert += p->numverts;
+ for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, wv += 6, out++)
{
- if (c = s->dlightbits[a])
+ if (lit)
{
- for (b = 0;c && b < 32;b++)
+ if (lighthalf)
{
- if (c & (1 << b))
- {
- c -= (1 << b);
- light = &cl_dlights[a * 32 + b];
- lightorigin = light->origin;
- cr = light->color[0];
- cg = light->color[1];
- cb = light->color[2];
- radius = light->radius*light->radius*16.0f;
- radius2 = radius * 16.0f;
- wv = wvert;
- for (p = s->polys;p;p = p->next)
- {
- for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- f = VectorDistance2(wv, lightorigin);
- if (f < radius)
- {
- f = radius2 / (f + 65536.0f);
- wv[3] += cr * f;
- wv[4] += cg * f;
- wv[5] += cb * f;
- }
- wv += 6;
- }
- }
- }
+ out->r = (byte) (bound(0, (int) wv[3] >> 1, 255));
+ out->g = (byte) (bound(0, (int) wv[4] >> 1, 255));
+ out->b = (byte) (bound(0, (int) wv[5] >> 1, 255));
+ out->a = 255;
+ }
+ else
+ {
+ out->r = (byte) (bound(0, (int) wv[3], 255));
+ out->g = (byte) (bound(0, (int) wv[4], 255));
+ out->b = (byte) (bound(0, (int) wv[5], 255));
+ out->a = 255;
}
}
- }
- }
- wv = wvert;
- for (p = s->polys;p;p = p->next)
- {
- if (currentwallpoly >= MAX_WALLPOLYS)
- break;
- v = p->verts[0];
- wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum;
- wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum;
- wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum;
- wallpoly[currentwallpoly].firstvert = currentwallvert;
- wallpoly[currentwallpoly].numverts = p->numverts;
- wallpoly[currentwallpoly++].lit = true;
- for (i = 0;i<p->numverts;i++, v += VERTEXSIZE)
- {
- wallvert[currentwallvert].r = (byte) (bound(0, (int) wv[3], 255));
- wallvert[currentwallvert].g = (byte) (bound(0, (int) wv[4], 255));
- wallvert[currentwallvert].b = (byte) (bound(0, (int) wv[5], 255));
- wallvert[currentwallvert].a = 255;
- wallvert[currentwallvert].vert[0] = wv[0];
- wallvert[currentwallvert].vert[1] = wv[1];
- wallvert[currentwallvert].vert[2] = wv[2];
- wallvert[currentwallvert].s = v[3];
- wallvert[currentwallvert].t = v[4];
- wallvert[currentwallvert].u = v[5];
- wallvert[currentwallvert++].v = v[6];
- wv += 6;
+ out->vert[0] = wv[0];
+ out->vert[1] = wv[1];
+ out->vert[2] = wv[2];
+ out->s = v[3];
+ out->t = v[4];
+ out->u = v[5];
+ out->v = v[6];
}
}
}
+void RSurf_DrawWall(msurface_t *s, texture_t *t, int transform)
+{
+ int lit = false;
+ // check for lightmap modification
+ RSurf_CheckLightmap(s);
+ RSurf_Transform(s->polys, transform);
+ if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+ lit = RSurf_Light(s->dlightbits, s->polys);
+ RSurf_EmitWallpolys(lightmap_textures + s->lightmaptexturenum, s->polys, t, lit);
+}
+
// LordHavoc: transparent brush models
extern int r_dlightframecount;
extern float modelalpha;
-//extern vec3_t shadecolor;
-//qboolean R_CullBox (vec3_t mins, vec3_t maxs);
-//void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-//void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
-//void EmitWaterPolys (msurface_t *fa);
-void R_WallSurfVertex(msurface_t *s, texture_t *t, qboolean transform)
+void RSurf_EmitWallVertex(glpoly_t *p, texture_t *t, int modulate, int alpha)
+{
+ int i;
+ float *v, *wv = wvert;
+ if (modulate)
+ {
+ for (;p;p = p->next)
+ {
+ v = p->verts[0];
+ transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+ transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3] * currententity->colormod[0], wv[4] * currententity->colormod[1], wv[5] * currententity->colormod[2], alpha);
+ transpolyend();
+ }
+ }
+ else
+ {
+ for (;p;p = p->next)
+ {
+ v = p->verts[0];
+ transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+ transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3], wv[4], wv[5], alpha);
+ transpolyend();
+ }
+ }
+}
+
+void RSurf_WallVertexTransform(msurface_t *s, texture_t *t, int transform)
{
- int i, a, b, alpha;
- unsigned int c;
+ int i;
glpoly_t *p;
- float wvert[64*6], *wv, *v, cr, cg, cb, radius, radius2, f, *lightorigin;
- int smax, tmax, size3;
+ float *wv, *v;
+ int size3;
float scale;
byte *lm;
- dlight_t *light;
- smax = (s->extents[0]>>4)+1;
- tmax = (s->extents[1]>>4)+1;
- size3 = smax*tmax*3; // *3 for colored lighting
- alpha = (int) (modelalpha * 255.0f);
- // check for lightmap modification
- if (r_dynamic.value)
- {
- if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf
- || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
- || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
- || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
- || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))
- R_UpdateLightmap(s, s->lightmaptexturenum);
- }
+ size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3; // *3 for colored lighting
wv = wvert;
for (p = s->polys;p;p = p->next)
{
wv[3] = wv[4] = wv[5] = r_ambient.value * 2.0f;
if (s->styles[0] != 255)
{
- lm = (byte *)((long) s->samples + ((int) v[8] * smax + (int) v[7]) * 3); // LordHavoc: *3 for colored lighting
+ lm = (byte *)((long) s->samples + (int) v[7]);
scale = d_lightstylevalue[s->styles[0]] * (1.0f / 128.0f);wv[3] += lm[size3*0+0] * scale;wv[4] += lm[size3*0+1] * scale;wv[5] += lm[size3*0+2] * scale;
if (s->styles[1] != 255)
{
wv += 6;
}
}
+}
+
+void RSurf_DrawWallVertex(msurface_t *s, texture_t *t, int transform, int isbmodel)
+{
+ RSurf_WallVertexTransform(s, t, transform);
if (s->dlightframe == r_dlightframecount && r_dynamic.value)
- {
- for (a = 0;a < 8;a++)
- {
- if (c = s->dlightbits[a])
- {
- for (b = 0;c && b < 32;b++)
- {
- if (c & (1 << b))
- {
- c -= (1 << b);
- light = &cl_dlights[a * 32 + b];
- lightorigin = light->origin;
- cr = light->color[0];
- cg = light->color[1];
- cb = light->color[2];
- radius = light->radius*light->radius*16.0f;
- radius2 = radius * 16.0f;
- wv = wvert;
- for (p = s->polys;p;p = p->next)
- {
- for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- f = VectorDistance2(wv, lightorigin);
- if (f < radius)
- {
- f = radius2 / (f + 65536.0f);
- wv[3] += cr * f;
- wv[4] += cg * f;
- wv[5] += cb * f;
- }
- wv += 6;
- }
- }
- }
- c >>= 1;
- b++;
- }
- }
- }
- }
- wv = wvert;
- if (currententity->colormod[0] != 1 || currententity->colormod[1] != 1 || currententity->colormod[2] != 1)
- {
- if (lighthalf)
- {
- for (p = s->polys;p;p = p->next)
- {
- v = p->verts[0];
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
- transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) (wv[3] * currententity->colormod[0]) >> 1,(int) (wv[4] * currententity->colormod[1]) >> 1,(int) (wv[5] * currententity->colormod[0]) >> 1,alpha);
- transpolyend();
- }
- }
- else
- {
- for (p = s->polys;p;p = p->next)
- {
- v = p->verts[0];
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
- transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) (wv[3] * currententity->colormod[0]),(int) (wv[4] * currententity->colormod[1]),(int) (wv[5] * currententity->colormod[2]),alpha);
- transpolyend();
- }
- }
- }
- else
- {
- if (lighthalf)
- {
- for (p = s->polys;p;p = p->next)
- {
- v = p->verts[0];
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
- transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) wv[3] >> 1,(int) wv[4] >> 1,(int) wv[5] >> 1,alpha);
- transpolyend();
- }
- }
- else
- {
- for (p = s->polys;p;p = p->next)
- {
- v = p->verts[0];
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
- transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) wv[3],(int) wv[4],(int) wv[5],alpha);
- transpolyend();
- }
- }
- }
+ RSurf_Light(s->dlightbits, s->polys);
+ RSurf_EmitWallVertex(s->polys, t, isbmodel && (currententity->colormod[0] != 1 || currententity->colormod[1] != 1 || currententity->colormod[2] != 1), (int) (modelalpha * 255.0f));
}
/*
*/
extern qboolean hlbsp;
extern char skyname[];
-//extern qboolean SV_TestLine (hull_t *hull, int num, vec3_t p1, vec3_t p2);
+void R_DrawSurf(msurface_t *s, int isbmodel, int vertexlit)
+{
+ texture_t *t;
+ if (s->flags & SURF_DRAWSKY)
+ {
+ skyisvisible = true;
+ if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
+ RSurf_DrawSky(s, false);
+ return;
+ }
+ t = R_TextureAnimation (s->texinfo->texture);
+ if (s->flags & SURF_DRAWTURB)
+ {
+ RSurf_DrawWater(s, t, false, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f);
+ return;
+ }
+ if (vertexlit)
+ RSurf_DrawWallVertex(s, t, false, false);
+ else
+ RSurf_DrawWall(s, t, false);
+}
+
void DrawTextureChains (void)
{
int n;
{
if (!cl.worldmodel->textures[n] || !(s = cl.worldmodel->textures[n]->texturechain))
continue;
- // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
cl.worldmodel->textures[n]->texturechain = NULL;
- t = R_TextureAnimation (cl.worldmodel->textures[n]);
+// for (;s;s = s->texturechain)
+// R_DrawSurf(s, false, gl_vertex.value);
+ // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
// sky
if (s->flags & SURF_DRAWSKY)
{
skyisvisible = true;
if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
for (;s;s = s->texturechain)
- R_SkySurf(s, false);
+ RSurf_DrawSky(s, false);
continue;
}
+ t = R_TextureAnimation (cl.worldmodel->textures[n]);
// subdivided water surface warp
if (s->flags & SURF_DRAWTURB)
{
int alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
for (;s;s = s->texturechain)
- R_WaterSurf(s, t, false, alpha);
+ RSurf_DrawWater(s, t, false, alpha);
continue;
}
if (gl_vertex.value)
for (;s;s = s->texturechain)
- R_WallSurfVertex(s, t, false);
+ RSurf_DrawWallVertex(s, t, false, false);
else
for (;s;s = s->texturechain)
- R_WallSurf(s, t, false);
+ RSurf_DrawWall(s, t, false);
}
}
vec3_t mins, maxs;
msurface_t *s;
model_t *clmodel;
- qboolean rotated, vertexlit = false;
+ int rotated, vertexlit = false;
texture_t *t;
vec3_t org;
{
if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0))
{
+// R_DrawSurf(s, true, vertexlit || s->texinfo->texture->transparent);
if (s->flags & SURF_DRAWSKY)
{
- R_SkySurf(s, true);
+ RSurf_DrawSky(s, true);
continue;
}
t = R_TextureAnimation (s->texinfo->texture);
if (s->flags & SURF_DRAWTURB)
{
- R_WaterSurf(s, t, true, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f);
+ RSurf_DrawWater(s, t, true, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f);
continue;
}
if (vertexlit || s->texinfo->texture->transparent)
- R_WallSurfVertex(s, t, true);
+ RSurf_DrawWallVertex(s, t, true, true);
else
- R_WallSurf(s, t, true);
+ RSurf_DrawWall(s, t, true);
}
}
UploadLightmaps();
void R_StoreEfrags (efrag_t **ppefrag);
+struct nodestack_s
+{
+ int side;
+ mnode_t *node;
+} nodestack[8192];
+
/*
================
R_WorldNode
*/
void R_WorldNode ()
{
- int c, side, s = 0;
- double dot;
- struct
- {
- double dot;
- mnode_t *node;
- } nodestack[8192];
+ int side, texsort, vertex;
+ struct nodestack_s *nstack;
mnode_t *node;
+ mleaf_t *pleaf;
+ msurface_t *surf, *endsurf, **mark, **endmark;
+ nstack = nodestack;
+ texsort = gl_texsort.value;
+ vertex = gl_vertex.value;
if (!(node = cl.worldmodel->nodes))
return;
{
if (node->contents != CONTENTS_SOLID)
{
- mleaf_t *pleaf;
pleaf = (mleaf_t *)node;
c_leafs++;
- if ((c = pleaf->nummarksurfaces))
+ if (pleaf->nummarksurfaces)
{
- msurface_t **mark;
mark = pleaf->firstmarksurface;
+ endmark = mark + pleaf->nummarksurfaces;
do
{
(*mark)->visframe = r_framecount;
mark++;
- } while (--c);
+ }
+ while (mark < endmark);
}
// deal with model fragments in this leaf
R_StoreEfrags (&pleaf->efrags);
}
- if (!s)
+ if (nstack <= nodestack)
break;
- node = nodestack[--s].node;
- dot = nodestack[s].dot;
+ nstack--;
+ node = nstack->node;
+ side = nstack->side;
goto loc0;
}
c_nodes++;
- // node is just a decision point, so go down the apropriate sides
+ // node is just a decision point, so go down the apropriate sides
- // find which side of the node we are on
- dot = (node->plane->type < 3 ? modelorg[node->plane->type] : DotProduct (modelorg, node->plane->normal)) - node->plane->dist;
+ // find which side of the node we are on
+ side = PlaneDist(modelorg, node->plane) < node->plane->dist;
- // recurse down the children, front side first
- side = dot < 0;
+ // recurse down the children, front side first
if (node->children[side]->visframe == r_visframecount && R_NotCulledBox(node->children[side]->minmaxs, node->children[side]->minmaxs+3))
{
- nodestack[s].node = node;
- nodestack[s++].dot = dot;
+ nstack->node = node;
+ nstack->side = !side; // go down back side when we come back up
+ nstack++;
node = node->children[side];
continue;
}
+ side = !side;
loc0:
- // backside
- side = dot >= 0;
// draw stuff
- if ((c = node->numsurfaces))
+ if (node->numsurfaces)
{
- msurface_t *surf;
surf = cl.worldmodel->surfaces + node->firstsurface;
+ endsurf = surf + node->numsurfaces;
- if (side)
+ if (texsort)
{
- for (;c;c--, surf++)
+ if (side)
{
- if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
+ do
{
- surf->texturechain = surf->texinfo->texture->texturechain;
- surf->texinfo->texture->texturechain = surf;
+ if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
+ {
+ surf->texturechain = surf->texinfo->texture->texturechain;
+ surf->texinfo->texture->texturechain = surf;
+ }
+ surf++;
}
+ while (surf < endsurf);
+ }
+ else
+ {
+ do
+ {
+ if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+ {
+ surf->texturechain = surf->texinfo->texture->texturechain;
+ surf->texinfo->texture->texturechain = surf;
+ }
+ surf++;
+ }
+ while (surf < endsurf);
}
}
else
{
- for (;c;c--, surf++)
+ if (side)
+ {
+ do
+ {
+ if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
+ R_DrawSurf(surf, false, vertex);
+ surf++;
+ }
+ while (surf < endsurf);
+ }
+ else
{
- if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+ do
{
- surf->texturechain = surf->texinfo->texture->texturechain;
- surf->texinfo->texture->texturechain = surf;
+ if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+ R_DrawSurf(surf, false, vertex);
+ surf++;
}
+ while (surf < endsurf);
}
}
}
continue;
}
- if (!s)
+ if (nstack <= nodestack)
break;
- node = nodestack[--s].node;
- dot = nodestack[s].dot;
+ nstack--;
+ node = nstack->node;
+ side = nstack->side;
goto loc0;
}
}
if (cl.worldmodel)
R_WorldNode ();
- glClear (GL_DEPTH_BUFFER_BIT);
-
R_PushDlights (); // now mark the lit surfaces
DrawTextureChains ();
-
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
*/
// returns a texture number and the position inside it
-int AllocBlock (int w, int h, int *x, int *y)
+int AllocBlock (int w, int h, short *x, short *y)
{
int i, j;
int best, best2;
{
byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*3];
memset(blank, 0, sizeof(blank));
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- if (lightmaprgba)
- glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank);
- else
- glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank);
+ if(r_upload.value)
+ {
+ glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ if (lightmaprgba)
+ glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank);
+ else
+ glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank);
+ }
}
for (i=0 ; i<w ; i++)
*/
void BuildSurfaceDisplayList (msurface_t *fa)
{
- int i, lindex, lnumverts;
+ int i, j, lindex, lnumverts;
medge_t *pedges, *r_pedge;
int vertpage;
float *vec;
vec = r_pcurrentvertbase[r_pedge->v[1]].position;
}
s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
- s /= fa->texinfo->texture->width;
-
t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
- t /= fa->texinfo->texture->height;
VectorCopy (vec, poly->verts[i]);
- poly->verts[i][3] = s;
- poly->verts[i][4] = t;
+ poly->verts[i][3] = s / fa->texinfo->texture->width;
+ poly->verts[i][4] = t / fa->texinfo->texture->height;
//
// lightmap texture coordinates
//
- s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
s -= fa->texturemins[0];
- poly->verts[i][7] = bound(0l, ((int)s>>4), (fa->extents[0]>>4)); // LordHavoc: raw lightmap coordinates
- s += fa->light_s*16;
+ t -= fa->texturemins[1];
s += 8;
+ t += 8;
+ // LordHavoc: calc lightmap data offset
+ j = (bound(0l, (int)t>>4, fa->extents[1]>>4) * ((fa->extents[0]>>4)+1) + bound(0l, (int)s>>4, fa->extents[0]>>4)) * 3;
+ poly->verts[i][7] = j;
+ s += fa->light_s*16;
s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
- t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
- t -= fa->texturemins[1];
- poly->verts[i][8] = bound(0l, ((int)t>>4), (fa->extents[1]>>4)); // LordHavoc: raw lightmap coordinates
t += fa->light_t*16;
- t += 8;
t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
poly->verts[i][5] = s;
}
*/
poly->numverts = lnumverts;
-
- /*
- int i, k, lindex, lnumverts;
- medge_t *pedges, *r_pedge;
- int vertpage, points;
- float *vec;
- float s, t;
- glpoly_t *poly;
- float point1[1024][VERTEXSIZE], point[1024][VERTEXSIZE];
-
-// reconstruct the polygon
- pedges = currentmodel->edges;
- lnumverts = fa->numedges;
- vertpage = 0;
-
- //
- // draw texture
- //
- for (i=0 ; i<lnumverts ; i++)
- {
- lindex = currentmodel->surfedges[fa->firstedge + i];
-
- if (lindex > 0)
- {
- r_pedge = &pedges[lindex];
- vec = r_pcurrentvertbase[r_pedge->v[0]].position;
- }
- else
- {
- r_pedge = &pedges[-lindex];
- vec = r_pcurrentvertbase[r_pedge->v[1]].position;
- }
- s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
- s /= fa->texinfo->texture->width;
-
- t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
- t /= fa->texinfo->texture->height;
-
- VectorCopy (vec, point1[i]);
- point1[i][3] = s;
- point1[i][4] = t;
-
- //
- // lightmap texture coordinates
- //
- s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
- s -= fa->texturemins[0];
- point1[i][7] = bound(0l, ((int)s>>4), (fa->extents[0]>>4)); // LordHavoc: raw lightmap coordinates
- s += fa->light_s*16;
- s += 8;
- s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
-
- t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
- t -= fa->texturemins[1];
- point1[i][8] = bound(0l, ((int)t>>4), (fa->extents[1]>>4)); // LordHavoc: raw lightmap coordinates
- t += fa->light_t*16;
- t += 8;
- t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
-
- point1[i][5] = s;
- point1[i][6] = t;
- }
-
- if (fa->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
- {
- poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
- poly->next = fa->polys;
- poly->flags = fa->flags;
- fa->polys = poly;
- poly->numverts = lnumverts;
- memcpy(poly->verts, &point1[0][0], lnumverts*VERTEXSIZE*sizeof(float));
- return;
- }
-
-#define VectorCopy9(a,b) {for(k = 0;k < VERTEXSIZE;k++) b[k]=a[k];}
- points = 0;
-#if 0
- int j;
- float center[VERTEXSIZE];
- // subdivide by placing a point at the center (more tris)
- // LordHavoc:
- // you, the reader, have stumbled upon the most amusing visual artifact I have
- // encountered to date, saved here for historical/hysterical reasons :)
- if (gl_funnywalls.value)
- for (j = 0;j < 5;j++)
- center[j] = 0;
- else
- for (j = 0;j < VERTEXSIZE;j++)
- center[j] = 0;
- for (i = 0;i < lnumverts;i++)
- for (j = 0;j < VERTEXSIZE;j++)
- center[j] += point1[i][j];
- s = 1.0f / lnumverts;
- for (i = 0;i < VERTEXSIZE;i++)
- center[i] *= s;
- for (i = 0;i < lnumverts;i++)
- {
- VectorCopy9(center, point[points]);points++;
- VectorCopy9(point1[i], point[points]);points++;
- VectorCopy9(point1[(i+1)%lnumverts], point[points]);points++;
- }
-#else
- // subdivide by turning it into a fan (less tris)
- for (i = 1;i < lnumverts-1;i++)
- {
- VectorCopy9(point1[0], point[points]);points++;
- VectorCopy9(point1[i], point[points]);points++;
- VectorCopy9(point1[i+1], point[points]);points++;
- }
-#endif
-#if 0
- {
- float p1[VERTEXSIZE], p2[VERTEXSIZE], p3[VERTEXSIZE], p4[VERTEXSIZE], p5[VERTEXSIZE], p6[VERTEXSIZE]
- // now subdivide any large triangles
- for (j = 0;j < points;j+=3)
- {
- if (points > (1024-9))
- break;
- while ((max(point[j][0], max(point[j+1][0], point[j+2][0])) - min(point[j][0], min(point[j+1][0], point[j+2][0]))) > 128
- || (max(point[j][1], max(point[j+1][1], point[j+2][1])) - min(point[j][1], min(point[j+1][1], point[j+2][1]))) > 128
- || (max(point[j][2], max(point[j+1][2], point[j+2][2])) - min(point[j][2], min(point[j+1][2], point[j+2][2]))) > 128)
- {
- if (points > (1024-9))
- break;
- #define halfway(v, a, b) for (k = 0;k < VERTEXSIZE;k++) v[k] = (a[k] + b[k]) * 0.5f;
- VectorCopy9(point[j+0], p1);
- VectorCopy9(point[j+1], p3);
- VectorCopy9(point[j+2], p5);
- halfway(p2, p1, p3);
- halfway(p4, p3, p5);
- halfway(p6, p5, p1);
- // build tri 1 (top middle)
- VectorCopy9(p1, point[j+0]);
- VectorCopy9(p2, point[j+1]);
- VectorCopy9(p6, point[j+2]);
- // build tri 2 (bottom right)
- VectorCopy9(p2, point[points+0]);
- VectorCopy9(p3, point[points+1]);
- VectorCopy9(p4, point[points+2]);
- // build tri 3 (bottom left)
- VectorCopy9(p4, point[points+3]);
- VectorCopy9(p5, point[points+4]);
- VectorCopy9(p6, point[points+5]);
- // build tri 4 (middle)
- VectorCopy9(p2, point[points+6]);
- VectorCopy9(p4, point[points+7]);
- VectorCopy9(p6, point[points+8]);
- points+=9;
- }
- }
- }
-#endif
- poly = Hunk_Alloc (sizeof(glpoly_t) + (points-4) * VERTEXSIZE*sizeof(float));
- poly->next = fa->polys;
- poly->flags = fa->flags;
- fa->polys = poly;
- poly->numverts = 0;
- poly->numtris = points / 3;
- memcpy(&poly->verts[0][0], &point[0][0], points * VERTEXSIZE*sizeof(float));
- */
}
/*
if (lightmaprgba)
{
R_BuildLightMap (surf, templight, smax * 4);
- glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
+ if(r_upload.value)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
}
else
{
R_BuildLightMap (surf, templight, smax * 3);
- glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
+ if(r_upload.value)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
}
}
if (nosubimage || nosubimagefragments)
{
- if (gl_mtexable)
- qglSelectTexture(gl_mtex_enum+1);
+ if(r_upload.value)
+ if (gl_mtexable)
+ qglSelectTexture(gl_mtex_enum+1);
for (i = 0;i < MAX_LIGHTMAPS;i++)
{
if (!allocated[i][0])
break;
lightmapupdate[i][0] = BLOCK_HEIGHT;
lightmapupdate[i][1] = 0;
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- if (lightmaprgba)
- glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
- else
- glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
+ if(r_upload.value)
+ {
+ glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ if (lightmaprgba)
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
+ else
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
+ }
}
- if (gl_mtexable)
- qglSelectTexture(gl_mtex_enum+0);
+ if(r_upload.value)
+ if (gl_mtexable)
+ qglSelectTexture(gl_mtex_enum+0);
}
}