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113
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+
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vertcheck();
if (showm) {
l3 = l1 = &sbright;
l4 = l2 = &sdark;
};
int sx, sy;
int gltex = lookuptexture(wtex, sx, sy);
int gltex = lookuptexture(wtex, &sx, &sy);
float xf = TEXTURESCALE / sx;
float yf = TEXTURESCALE / sy;
float xs = size * xf;
float ys = size * yf;
float xo = xf * x;
float yo = yf * y;
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180
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180
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+
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vertcheck();
if (showm) {
l3 = l1 = &sbright;
l4 = l2 = &sdark;
};
int sx, sy;
int gltex = lookuptexture(wtex, sx, sy);
int gltex = lookuptexture(wtex, &sx, &sy);
float xf = TEXTURESCALE / sx;
float yf = TEXTURESCALE / sy;
float xs = size * xf;
float ys = size * yf;
float xo = xf * x;
float yo = yf * y;
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234
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236
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241
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244
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257
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241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
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+
-
+
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render_2tris(sqr *h, sqr *s, int x1, int y1, int x2, int y2, int x3, int y3,
sqr *l1, sqr *l2, sqr *l3) // floor/ceil tris on a corner cube
{
stripend();
vertcheck();
int sx, sy;
int gltex = lookuptexture(h->ftex, sx, sy);
int gltex = lookuptexture(h->ftex, &sx, &sy);
float xf = TEXTURESCALE / sx;
float yf = TEXTURESCALE / sy;
vertf((float)x1, h->floor, (float)y1, l1, xf * x1, yf * y1);
vertf((float)x2, h->floor, (float)y2, l2, xf * x2, yf * y2);
vertf((float)x3, h->floor, (float)y3, l3, xf * x3, yf * y3);
addstrip(gltex, curvert - 3, 3);
gltex = lookuptexture(h->ctex, sx, sy);
gltex = lookuptexture(h->ctex, &sx, &sy);
xf = TEXTURESCALE / sx;
yf = TEXTURESCALE / sy;
vertf((float)x3, h->ceil, (float)y3, l3, xf * x3, yf * y3);
vertf((float)x2, h->ceil, (float)y2, l2, xf * x2, yf * y2);
vertf((float)x1, h->ceil, (float)y1, l1, xf * x1, yf * y1);
addstrip(gltex, curvert - 3, 3);
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288
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297
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300
301
302
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288
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297
298
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300
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-
+
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vertcheck();
if (showm) {
l1 = &sbright;
l2 = &sdark;
};
int sx, sy;
int gltex = lookuptexture(wtex, sx, sy);
int gltex = lookuptexture(wtex, &sx, &sy);
float xf = TEXTURESCALE / sx;
float yf = TEXTURESCALE / sy;
float xs = size * xf;
float xo = xf * (x1 == x2 ? min(y1, y2) : min(x1, x2));
if (!flip) {
vertf((float)x2, ceil2, (float)y2, l2, xo + xs, -yf * ceil2);
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348
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353
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357
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362
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348
349
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351
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355
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358
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361
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+
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if (wx1 < 0)
return nquads;
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_SRC_COLOR);
int sx, sy;
glBindTexture(GL_TEXTURE_2D, lookuptexture(DEFAULT_LIQUID, sx, sy));
glBindTexture(GL_TEXTURE_2D, lookuptexture(DEFAULT_LIQUID, &sx, &sy));
wx1 &= ~(watersubdiv - 1);
wy1 &= ~(watersubdiv - 1);
float xf = TEXTURESCALE / sx;
float yf = TEXTURESCALE / sy;
float xs = watersubdiv * xf;
|