Cube  Diff

Differences From Artifact [7db200290d]:

To Artifact [5b95ce281e]:


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		fatal(@"glu sphere");
	gluQuadricDrawStyle(qsphere, GLU_FILL);
	gluQuadricOrientation(qsphere, GLU_INSIDE);
	gluQuadricTexture(qsphere, GL_TRUE);
	glNewList(1, GL_COMPILE);
	gluSphere(qsphere, 1, 12, 6);
	glEndList();
};


void
cleangl()
{
	if (qsphere)
		gluDeleteQuadric(qsphere);
}







<
>







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		fatal(@"glu sphere");
	gluQuadricDrawStyle(qsphere, GLU_FILL);
	gluQuadricOrientation(qsphere, GLU_INSIDE);
	gluQuadricTexture(qsphere, GL_TRUE);
	glNewList(1, GL_COMPILE);
	gluSphere(qsphere, 1, 12, 6);
	glEndList();

}

void
cleangl()
{
	if (qsphere)
		gluDeleteQuadric(qsphere);
}
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int mapping[256][MAXFRAMES]; // ( cube texture, frame ) -> ( opengl id, name )
string mapname[256][MAXFRAMES];

void
purgetextures()
{
	loopi(256) loop(j, MAXFRAMES) mapping[i][j] = 0;
};


int curtexnum = 0;

void
texturereset()
{
	curtexnum = 0;







<
>







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int mapping[256][MAXFRAMES]; // ( cube texture, frame ) -> ( opengl id, name )
string mapname[256][MAXFRAMES];

void
purgetextures()
{
	loopi(256) loop(j, MAXFRAMES) mapping[i][j] = 0;

}

int curtexnum = 0;

void
texturereset()
{
	curtexnum = 0;
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	if (hasoverbright) {
		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
		glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
		glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
		glTexEnvi(
		    GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
	};
};


int skyoglid;

struct strip {
	int tex, start, num;
};
vector<strip> strips;







<
>







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	if (hasoverbright) {
		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
		glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
		glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
		glTexEnvi(
		    GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
	};

}

int skyoglid;

struct strip {
	int tex, start, num;
};
vector<strip> strips;
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	glRotated(player1->pitch, -1.0, 0.0, 0.0);
	glRotated(player1->yaw, 0.0, 1.0, 0.0);

	glTranslated(-player1->o.x,
	    (player1->state == CS_DEAD ? player1->eyeheight - 0.2f : 0) -
	        player1->o.z,
	    -player1->o.y);
};


VARP(fov, 10, 105, 120);

int xtraverts;

VAR(fog, 64, 180, 1024);
VAR(fogcolour, 0, 0x8099B3, 0xFFFFFF);







<
>







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	glRotated(player1->pitch, -1.0, 0.0, 0.0);
	glRotated(player1->yaw, 0.0, 1.0, 0.0);

	glTranslated(-player1->o.x,
	    (player1->state == CS_DEAD ? player1->eyeheight - 0.2f : 0) -
	        player1->o.z,
	    -player1->o.y);

}

VARP(fov, 10, 105, 120);

int xtraverts;

VAR(fog, 64, 180, 1024);
VAR(fogcolour, 0, 0x8099B3, 0xFFFFFF);
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	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(fovy, aspect, 0.15f, farplane);
	glMatrixMode(GL_MODELVIEW);

	glDisable(GL_CULL_FACE);
};


void
gl_drawframe(int w, int h, float curfps)
{
	float hf = hdr.waterlevel - 0.3f;
	float fovy = (float)fov * h / w;
	float aspect = w / (float)h;







<
>







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	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(fovy, aspect, 0.15f, farplane);
	glMatrixMode(GL_MODELVIEW);

	glDisable(GL_CULL_FACE);

}

void
gl_drawframe(int w, int h, float curfps)
{
	float hf = hdr.waterlevel - 0.3f;
	float fovy = (float)fov * h / w;
	float aspect = w / (float)h;
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		fovy += (float)sin(lastmillis / 1000.0) * 2.0f;
		aspect += (float)sin(lastmillis / 1000.0 + PI) * 0.1f;
		glFogi(GL_FOG_START, 0);
		glFogi(GL_FOG_END, (fog + 96) / 8);
	};

	glClear((player1->outsidemap ? GL_COLOR_BUFFER_BIT : 0) |
	        GL_DEPTH_BUFFER_BIT);

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	int farplane = fog * 5 / 2;
	gluPerspective(fovy, aspect, 0.15f, farplane);
	glMatrixMode(GL_MODELVIEW);








|







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		fovy += (float)sin(lastmillis / 1000.0) * 2.0f;
		aspect += (float)sin(lastmillis / 1000.0 + PI) * 0.1f;
		glFogi(GL_FOG_START, 0);
		glFogi(GL_FOG_END, (fog + 96) / 8);
	};

	glClear((player1->outsidemap ? GL_COLOR_BUFFER_BIT : 0) |
	    GL_DEPTH_BUFFER_BIT);

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	int farplane = fog * 5 / 2;
	gluPerspective(fovy, aspect, 0.15f, farplane);
	glMatrixMode(GL_MODELVIEW);

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	glDisable(GL_TEXTURE_2D);

	gl_drawhud(w, h, (int)curfps, nquads, curvert, underwater);

	glEnable(GL_CULL_FACE);
	glEnable(GL_FOG);
};








<
>
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	glDisable(GL_TEXTURE_2D);

	gl_drawhud(w, h, (int)curfps, nquads, curvert, underwater);

	glEnable(GL_CULL_FACE);
	glEnable(GL_FOG);

}