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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