Fix various warnings
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549b686e22
commit
f976711fb4
58 files changed
+384
-425
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@@ -454,7 +454,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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backEnd.pc.c_surfaces += numDrawSurfs;
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for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) {
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if ( drawSurf->sort == oldSort && drawSurf->cubemapIndex == oldCubemapIndex) {
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if ( drawSurf->sort == (unsigned)oldSort && drawSurf->cubemapIndex == oldCubemapIndex) {
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if (backEnd.depthFill && shader && (shader->sort != SS_OPAQUE && shader->sort != SS_PORTAL))
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continue;
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@@ -462,7 +462,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
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continue;
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}
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oldSort = drawSurf->sort;
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oldSort = (int)drawSurf->sort;
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R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed );
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cubemapIndex = drawSurf->cubemapIndex;
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@@ -1147,7 +1147,7 @@ const void *RB_DrawSurfs( const void *data ) {
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if (r_drawSun->integer)
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{
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RB_DrawSun(0.1, tr.sunShader);
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RB_DrawSun(0.1f, tr.sunShader);
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}
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if (glRefConfig.framebufferObject && r_drawSunRays->integer)
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@@ -1164,7 +1164,7 @@ const void *RB_DrawSurfs( const void *data ) {
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qglBeginQuery(glRefConfig.occlusionQueryTarget, tr.sunFlareQuery[tr.sunFlareQueryIndex]);
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}
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RB_DrawSun(0.3, tr.sunFlareShader);
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RB_DrawSun(0.3f, tr.sunFlareShader);
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if (glRefConfig.occlusionQuery)
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{
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@@ -1622,44 +1622,44 @@ const void *RB_PostProcess(const void *data)
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if (0 && r_sunlightMode->integer)
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{
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ivec4_t dstBox;
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VectorSet4(dstBox, 0, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.sunShadowDepthImage[0], NULL, NULL, dstFbo, dstBox, NULL, NULL, 0);
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VectorSet4(dstBox, 128, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.sunShadowDepthImage[1], NULL, NULL, dstFbo, dstBox, NULL, NULL, 0);
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VectorSet4(dstBox, 256, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, dstFbo, dstBox, NULL, NULL, 0);
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VectorSet4(dstBox, 384, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.sunShadowDepthImage[3], NULL, NULL, dstFbo, dstBox, NULL, NULL, 0);
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ivec4_t dstBox2;
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VectorSet4(dstBox2, 0, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.sunShadowDepthImage[0], NULL, NULL, dstFbo, dstBox2, NULL, NULL, 0);
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VectorSet4(dstBox2, 128, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.sunShadowDepthImage[1], NULL, NULL, dstFbo, dstBox2, NULL, NULL, 0);
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VectorSet4(dstBox2, 256, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, dstFbo, dstBox2, NULL, NULL, 0);
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VectorSet4(dstBox2, 384, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.sunShadowDepthImage[3], NULL, NULL, dstFbo, dstBox2, NULL, NULL, 0);
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}
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if (0 && r_shadows->integer == 4)
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{
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ivec4_t dstBox;
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VectorSet4(dstBox, 512 + 0, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.pshadowMaps[0], NULL, NULL, dstFbo, dstBox, NULL, NULL, 0);
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VectorSet4(dstBox, 512 + 128, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.pshadowMaps[1], NULL, NULL, dstFbo, dstBox, NULL, NULL, 0);
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VectorSet4(dstBox, 512 + 256, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.pshadowMaps[2], NULL, NULL, dstFbo, dstBox, NULL, NULL, 0);
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VectorSet4(dstBox, 512 + 384, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.pshadowMaps[3], NULL, NULL, dstFbo, dstBox, NULL, NULL, 0);
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ivec4_t dstBox2;
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VectorSet4(dstBox2, 512 + 0, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.pshadowMaps[0], NULL, NULL, dstFbo, dstBox2, NULL, NULL, 0);
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VectorSet4(dstBox2, 512 + 128, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.pshadowMaps[1], NULL, NULL, dstFbo, dstBox2, NULL, NULL, 0);
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VectorSet4(dstBox2, 512 + 256, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.pshadowMaps[2], NULL, NULL, dstFbo, dstBox2, NULL, NULL, 0);
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VectorSet4(dstBox2, 512 + 384, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.pshadowMaps[3], NULL, NULL, dstFbo, dstBox2, NULL, NULL, 0);
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}
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if (0)
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{
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ivec4_t dstBox;
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VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
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FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, dstFbo, dstBox, NULL, NULL, 0);
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VectorSet4(dstBox, 512, glConfig.vidHeight - 256, 256, 256);
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FBO_BlitFromTexture(tr.screenShadowImage, NULL, NULL, dstFbo, dstBox, NULL, NULL, 0);
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ivec4_t dstBox2;
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VectorSet4(dstBox2, 256, glConfig.vidHeight - 256, 256, 256);
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FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, dstFbo, dstBox2, NULL, NULL, 0);
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VectorSet4(dstBox2, 512, glConfig.vidHeight - 256, 256, 256);
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FBO_BlitFromTexture(tr.screenShadowImage, NULL, NULL, dstFbo, dstBox2, NULL, NULL, 0);
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}
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if (0)
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{
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ivec4_t dstBox;
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VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
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FBO_BlitFromTexture(tr.sunRaysImage, NULL, NULL, dstFbo, dstBox, NULL, NULL, 0);
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ivec4_t dstBox2;
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VectorSet4(dstBox2, 256, glConfig.vidHeight - 256, 256, 256);
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FBO_BlitFromTexture(tr.sunRaysImage, NULL, NULL, dstFbo, dstBox2, NULL, NULL, 0);
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}
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#if 0
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+22
-25
@@ -208,7 +208,6 @@ static void R_LoadLightmaps( lump_t *l, lump_t *surfs ) {
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int i, j, numLightmaps, textureInternalFormat = 0;
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int numLightmapsPerPage = 16;
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float maxIntensity = 0;
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double sumIntensity = 0;
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len = l->filelen;
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if ( !len ) {
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@@ -442,8 +441,6 @@ static void R_LoadLightmaps( lump_t *l, lump_t *surfs ) {
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image[j*4+1] = out[1] * 255;
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image[j*4+2] = out[2] * 255;
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image[j*4+3] = 255;
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sumIntensity += intensity;
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}
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else
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{
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@@ -2795,7 +2792,7 @@ void RE_LoadWorldMap( const char *name ) {
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world_t *w;
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uint8_t *primaryLightGrid, *data;
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int lightGridSize;
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int i;
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int j;
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w = &s_worldData;
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@@ -2805,7 +2802,7 @@ void RE_LoadWorldMap( const char *name ) {
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memset(primaryLightGrid, 0, lightGridSize * sizeof(*primaryLightGrid));
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data = w->lightGridData;
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for (i = 0; i < lightGridSize; i++, data += 8)
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for (j = 0; j < lightGridSize; j++, data += 8)
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{
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int lat, lng;
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vec3_t gridLightDir, gridLightCol;
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@@ -2835,39 +2832,39 @@ void RE_LoadWorldMap( const char *name ) {
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// FIXME: magic number for determining if light direction is close enough to sunlight
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if (DotProduct(gridLightDir, tr.sunDirection) > 0.75f)
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{
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primaryLightGrid[i] = 1;
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primaryLightGrid[j] = 1;
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}
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else
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{
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primaryLightGrid[i] = 255;
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primaryLightGrid[j] = 255;
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}
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}
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if (0)
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{
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int i;
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byte *buffer = ri.Malloc(w->lightGridBounds[0] * w->lightGridBounds[1] * 3 + 18);
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int k;
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byte *buf = ri.Malloc(w->lightGridBounds[0] * w->lightGridBounds[1] * 3 + 18);
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byte *out;
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uint8_t *in;
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char fileName[MAX_QPATH];
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Com_Memset (buffer, 0, 18);
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buffer[2] = 2; // uncompressed type
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buffer[12] = w->lightGridBounds[0] & 255;
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buffer[13] = w->lightGridBounds[0] >> 8;
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buffer[14] = w->lightGridBounds[1] & 255;
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buffer[15] = w->lightGridBounds[1] >> 8;
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buffer[16] = 24; // pixel size
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Com_Memset (buf, 0, 18);
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buf[2] = 2; // uncompressed type
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buf[12] = w->lightGridBounds[0] & 255;
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buf[13] = w->lightGridBounds[0] >> 8;
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buf[14] = w->lightGridBounds[1] & 255;
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buf[15] = w->lightGridBounds[1] >> 8;
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buf[16] = 24; // pixel size
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in = primaryLightGrid;
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for (i = 0; i < w->lightGridBounds[2]; i++)
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for (k = 0; k < w->lightGridBounds[2]; k++)
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{
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int j;
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int l;
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sprintf(fileName, "primarylg%d.tga", i);
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sprintf(fileName, "primarylg%d.tga", l);
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out = buffer + 18;
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for (j = 0; j < w->lightGridBounds[0] * w->lightGridBounds[1]; j++)
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out = buf + 18;
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for (l = 0; l < w->lightGridBounds[0] * w->lightGridBounds[1]; l++)
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{
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if (*in == 1)
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{
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@@ -2890,15 +2887,15 @@ void RE_LoadWorldMap( const char *name ) {
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in++;
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}
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ri.FS_WriteFile(fileName, buffer, w->lightGridBounds[0] * w->lightGridBounds[1] * 3 + 18);
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ri.FS_WriteFile(fileName, buf, w->lightGridBounds[0] * w->lightGridBounds[1] * 3 + 18);
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}
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ri.Free(buffer);
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ri.Free(buf);
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}
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for (i = 0; i < w->numWorldSurfaces; i++)
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for (j = 0; j < w->numWorldSurfaces; j++)
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{
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msurface_t *surf = w->surfaces + i;
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msurface_t *surf = w->surfaces + j;
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cullinfo_t *ci = &surf->cullinfo;
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if(ci->type & CULLINFO_PLANE)
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@@ -239,9 +239,9 @@ void RE_SetColor( const float *rgba ) {
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}
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cmd->commandId = RC_SET_COLOR;
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if ( !rgba ) {
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static float colorWhite[4] = { 1, 1, 1, 1 };
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static float white[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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rgba = colorWhite;
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rgba = white;
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}
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cmd->color[0] = rgba[0];
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@@ -113,7 +113,6 @@ static void MakeMeshNormals( int width, int height, srfVert_t ctrl[MAX_GRID_SIZE
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int i, j, k, dist;
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vec3_t normal;
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vec3_t sum;
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int count = 0;
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vec3_t base;
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vec3_t delta;
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int x, y;
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@@ -153,7 +152,6 @@ static int neighbors[8][2] = {
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for ( i = 0 ; i < width ; i++ ) {
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for ( j = 0 ; j < height ; j++ ) {
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count = 0;
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dv = &ctrl[j][i];
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VectorCopy( dv->xyz, base );
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for ( k = 0 ; k < 8 ; k++ ) {
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@@ -202,7 +200,6 @@ static int neighbors[8][2] = {
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continue;
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}
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VectorAdd( normal, sum, sum );
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count++;
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}
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//if ( count == 0 ) {
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// printf("bad normal\n");
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@@ -482,7 +479,7 @@ void R_SubdividePatchToGrid( srfBspSurface_t *grid, int width, int height,
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for ( i = 0 ; i < height ; i++ ) {
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vec3_t midxyz;
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vec3_t midxyz2;
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vec3_t dir;
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vec3_t dirVector;
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vec3_t projected;
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float d;
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@@ -497,11 +494,11 @@ void R_SubdividePatchToGrid( srfBspSurface_t *grid, int width, int height,
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// texture warping, but it gives a lot less polygons than
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// dist-from-midpoint
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VectorSubtract( midxyz, ctrl[i][j].xyz, midxyz );
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VectorSubtract( ctrl[i][j+2].xyz, ctrl[i][j].xyz, dir );
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VectorNormalize( dir );
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VectorSubtract( ctrl[i][j+2].xyz, ctrl[i][j].xyz, dirVector );
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VectorNormalize( dirVector );
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d = DotProduct( midxyz, dir );
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VectorScale( dir, d, projected );
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d = DotProduct( midxyz, dirVector );
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VectorScale( dirVector, d, projected );
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VectorSubtract( midxyz, projected, midxyz2);
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len = VectorLengthSquared( midxyz2 ); // we will do the sqrt later
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if ( len > maxLen ) {
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@@ -1582,9 +1582,9 @@ static qboolean RawImage_ScaleToPower2( byte **data, int *inout_width, int *inou
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int height = *inout_height;
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int scaled_width;
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int scaled_height;
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qboolean picmip = flags & IMGFLAG_PICMIP;
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qboolean mipmap = flags & IMGFLAG_MIPMAP;
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qboolean clampToEdge = flags & IMGFLAG_CLAMPTOEDGE;
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qboolean picmip = !!(flags & IMGFLAG_PICMIP);
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qboolean mipmap = !!(flags & IMGFLAG_MIPMAP);
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qboolean clampToEdge = !!(flags & IMGFLAG_CLAMPTOEDGE);
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qboolean scaled;
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//
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@@ -1744,7 +1744,7 @@ static GLenum RawImage_GetFormat(const byte *data, int numPixels, GLenum picForm
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{
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int samples = 3;
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GLenum internalFormat = GL_RGB;
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qboolean forceNoCompression = (flags & IMGFLAG_NO_COMPRESSION);
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qboolean forceNoCompression = !!(flags & IMGFLAG_NO_COMPRESSION);
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qboolean normalmap = (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT);
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if (picFormat != GL_RGBA8)
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@@ -72,7 +72,7 @@ qboolean R_CompareVert(srfVert_t * v1, srfVert_t * v2, qboolean checkST)
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=============
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R_CalcTexDirs
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Lengyel, Eric. “Computing Tangent Space Basis Vectors for an Arbitrary Mesh”. Terathon Software 3D Graphics Library, 2001. http://www.terathon.com/code/tangent.html
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Lengyel, Eric. �Computing Tangent Space Basis Vectors for an Arbitrary Mesh�. Terathon Software 3D Graphics Library, 2001. http://www.terathon.com/code/tangent.html
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=============
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*/
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void R_CalcTexDirs(vec3_t sdir, vec3_t tdir, const vec3_t v1, const vec3_t v2,
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@@ -104,7 +104,7 @@ void R_CalcTexDirs(vec3_t sdir, vec3_t tdir, const vec3_t v1, const vec3_t v2,
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=============
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R_CalcTangentSpace
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Lengyel, Eric. “Computing Tangent Space Basis Vectors for an Arbitrary Mesh”. Terathon Software 3D Graphics Library, 2001. http://www.terathon.com/code/tangent.html
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Lengyel, Eric. �Computing Tangent Space Basis Vectors for an Arbitrary Mesh�. Terathon Software 3D Graphics Library, 2001. http://www.terathon.com/code/tangent.html
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=============
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*/
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vec_t R_CalcTangentSpace(vec3_t tangent, vec3_t bitangent, const vec3_t normal, const vec3_t sdir, const vec3_t tdir)
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@@ -1206,7 +1206,6 @@ static qboolean SurfIsOffscreen( const drawSurf_t *drawSurf, vec4_t clipDest[128
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int pshadowed;
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vec4_t clip, eye;
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int i;
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unsigned int pointOr = 0;
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unsigned int pointAnd = (unsigned int)~0;
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R_RotateForViewer();
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@@ -1236,7 +1235,6 @@ static qboolean SurfIsOffscreen( const drawSurf_t *drawSurf, vec4_t clipDest[128
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}
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}
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pointAnd &= pointFlags;
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pointOr |= pointFlags;
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}
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// trivially reject
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@@ -974,7 +974,7 @@ qboolean R_LoadIQM( model_t *mod, void *buffer, int filesize, const char *mod_na
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for (i = 0; i < iqmData->num_surfaces; i++, vaoSurf++, surf++)
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{
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uint32_t offset_xyz, offset_st, offset_normal, offset_tangent;
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uint32_t offset_blendindexes, offset_blendweights, stride;
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uint32_t offset_blendindexes = 0, offset_blendweights = 0, stride;
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uint32_t dataSize, dataOfs;
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uint8_t *data;
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glIndex_t indexes[SHADER_MAX_INDEXES];
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@@ -2686,7 +2686,7 @@ static void FixRenderCommandList( int newShader ) {
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{
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int i;
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drawSurf_t *drawSurf;
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shader_t *shader;
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shader_t *pShader;
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int fogNum;
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int entityNum;
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int dlightMap;
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@@ -2695,7 +2695,7 @@ static void FixRenderCommandList( int newShader ) {
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const drawSurfsCommand_t *ds_cmd = (const drawSurfsCommand_t *)curCmd;
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for( i = 0, drawSurf = ds_cmd->drawSurfs; i < ds_cmd->numDrawSurfs; i++, drawSurf++ ) {
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R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlightMap, &pshadowMap );
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R_DecomposeSort( drawSurf->sort, &entityNum, &pShader, &fogNum, &dlightMap, &pshadowMap );
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sortedIndex = (( drawSurf->sort >> QSORT_SHADERNUM_SHIFT ) & (MAX_SHADERS-1));
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if( sortedIndex >= newShader ) {
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sortedIndex++;
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@@ -3730,43 +3730,43 @@ A second parameter will cause it to print in sorted order
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void R_ShaderList_f (void) {
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int i;
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int count;
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shader_t *shader;
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shader_t *pShader;
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ri.Printf (PRINT_ALL, "-----------------------\n");
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count = 0;
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for ( i = 0 ; i < tr.numShaders ; i++ ) {
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if ( ri.Cmd_Argc() > 1 ) {
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shader = tr.sortedShaders[i];
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pShader = tr.sortedShaders[i];
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} else {
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shader = tr.shaders[i];
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pShader = tr.shaders[i];
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}
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ri.Printf( PRINT_ALL, "%i ", shader->numUnfoggedPasses );
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ri.Printf( PRINT_ALL, "%i ", pShader->numUnfoggedPasses );
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if (shader->lightmapIndex >= 0 ) {
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if (pShader->lightmapIndex >= 0 ) {
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ri.Printf (PRINT_ALL, "L ");
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} else {
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ri.Printf (PRINT_ALL, " ");
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}
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if ( shader->explicitlyDefined ) {
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if ( pShader->explicitlyDefined ) {
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ri.Printf( PRINT_ALL, "E " );
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} else {
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ri.Printf( PRINT_ALL, " " );
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}
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if ( shader->optimalStageIteratorFunc == RB_StageIteratorGeneric ) {
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if ( pShader->optimalStageIteratorFunc == RB_StageIteratorGeneric ) {
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ri.Printf( PRINT_ALL, "gen " );
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} else if ( shader->optimalStageIteratorFunc == RB_StageIteratorSky ) {
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} else if ( pShader->optimalStageIteratorFunc == RB_StageIteratorSky ) {
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ri.Printf( PRINT_ALL, "sky " );
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} else {
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ri.Printf( PRINT_ALL, " " );
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}
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if ( shader->defaultShader ) {
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ri.Printf (PRINT_ALL, ": %s (DEFAULTED)\n", shader->name);
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if ( pShader->defaultShader ) {
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ri.Printf (PRINT_ALL, ": %s (DEFAULTED)\n", pShader->name);
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} else {
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ri.Printf (PRINT_ALL, ": %s\n", shader->name);
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ri.Printf (PRINT_ALL, ": %s\n", pShader->name);
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}
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count++;
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}
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