*** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@871 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+6
-20
@@ -49,16 +49,6 @@ void gl_init(int w, int h, int bpp, int depth, int fsaa)
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxtexsize);
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GLUquadricObj *qsphere = gluNewQuadric();
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if(!qsphere) fatal("glu sphere");
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gluQuadricDrawStyle(qsphere, GLU_FILL);
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gluQuadricOrientation(qsphere, GLU_INSIDE);
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gluQuadricTexture(qsphere, GL_TRUE);
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glNewList(1, GL_COMPILE);
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gluSphere(qsphere, 1, 12, 6);
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glEndList();
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gluDeleteQuadric(qsphere);
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if(fsaa) glEnable(GL_MULTISAMPLE);
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camera1 = player1;
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@@ -351,6 +341,8 @@ bool outsidemap(physent *pl)
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|| pl->o.z > s->ceil + (s->type==CHF ? s->vdelta/4 : 0);
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}
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VAR(foo, 0, 0, 1);
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void gl_drawframe(int w, int h, float changelod, float curfps)
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{
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recomputecamera();
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@@ -423,15 +415,10 @@ void gl_drawframe(int w, int h, float changelod, float curfps)
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if(player1->state==CS_ALIVE) readdepth(w, h, hitpos);
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renderspheres(curtime);
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renderents();
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renderbounceents();
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rendershotlines();
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glDisable(GL_CULL_FACE);
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// Added by Rick: Need todo here because of drawing the waypoints
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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WaypointClass.Think();
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@@ -441,14 +428,13 @@ void gl_drawframe(int w, int h, float changelod, float curfps)
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drawhudgun(w, h, aspect, farplane);
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overbright(1);
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int nquads = renderwater(hf);
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overbright(2);
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render_particles(curtime);
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overbright(1);
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glDisable(GL_CULL_FACE);
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int nquads = renderwater(hf);
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glDisable(GL_FOG);
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glDisable(GL_TEXTURE_2D);
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extern vector<vertex> verts;
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