OpenGL2: Direct state access, part 1: Texture binds
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@@ -23,6 +23,8 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#include "tr_local.h"
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#include "tr_dsa.h"
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glconfig_t glConfig;
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glRefConfig_t glRefConfig;
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qboolean textureFilterAnisotropic = qfalse;
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@@ -106,6 +108,7 @@ cvar_t *r_ext_framebuffer_multisample;
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cvar_t *r_arb_seamless_cube_map;
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cvar_t *r_arb_vertex_type_2_10_10_10_rev;
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cvar_t *r_arb_vertex_array_object;
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cvar_t *r_ext_direct_state_access;
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cvar_t *r_mergeMultidraws;
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cvar_t *r_mergeLeafSurfaces;
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@@ -837,7 +840,7 @@ void R_ScreenShotJPEG_f (void) {
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R_ExportCubemaps
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==================
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*/
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void R_ExportCubemaps()
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void R_ExportCubemaps(void)
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{
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exportCubemapsCommand_t *cmd;
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@@ -955,19 +958,10 @@ void GL_SetDefaultState( void )
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qglColor4f (1,1,1,1);
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// initialize downstream texture unit if we're running
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// in a multitexture environment
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if ( qglActiveTextureARB ) {
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GL_SelectTexture( 1 );
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GL_TextureMode( r_textureMode->string );
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GL_TexEnv( GL_MODULATE );
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qglDisable( GL_TEXTURE_2D );
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GL_SelectTexture( 0 );
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}
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GL_BindNullTextures();
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qglEnable(GL_TEXTURE_2D);
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GL_TextureMode( r_textureMode->string );
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GL_TexEnv( GL_MODULATE );
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//qglShadeModel( GL_SMOOTH );
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qglDepthFunc( GL_LEQUAL );
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@@ -1180,6 +1174,7 @@ void R_Register( void )
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r_arb_seamless_cube_map = ri.Cvar_Get( "r_arb_seamless_cube_map", "0", CVAR_ARCHIVE | CVAR_LATCH);
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r_arb_vertex_type_2_10_10_10_rev = ri.Cvar_Get( "r_arb_vertex_type_2_10_10_10_rev", "1", CVAR_ARCHIVE | CVAR_LATCH);
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r_arb_vertex_array_object = ri.Cvar_Get( "r_arb_vertex_array_object", "1", CVAR_ARCHIVE | CVAR_LATCH);
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r_ext_direct_state_access = ri.Cvar_Get("r_ext_direct_state_access", "1", CVAR_ARCHIVE | CVAR_LATCH);
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r_ext_texture_filter_anisotropic = ri.Cvar_Get( "r_ext_texture_filter_anisotropic",
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"0", CVAR_ARCHIVE | CVAR_LATCH );
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