noworldtexture cleanup
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2297 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -46,7 +46,7 @@ int renderedtexs = 0;
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void renderstripssky()
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{
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if(skystrips.tris.first.empty() && skystrips.tristrips.first.empty() && skystrips.quads.first.empty()) return;
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glBindTexture(GL_TEXTURE_2D, lookuptexture(DEFAULT_SKY)->id);
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glBindTexture(GL_TEXTURE_2D, lookupworldtexture(DEFAULT_SKY)->id);
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RENDERSTRIPS(skystrips.tris, GL_TRIANGLES);
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RENDERSTRIPS(skystrips.tristrips, GL_TRIANGLE_STRIP);
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RENDERSTRIPS(skystrips.quads, GL_QUADS);
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@@ -57,7 +57,7 @@ void renderstrips()
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loopj(renderedtexs)
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{
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stripbatch &sb = stripbatches[j];
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glBindTexture(GL_TEXTURE_2D, lookuptexture(sb.tex)->id);
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glBindTexture(GL_TEXTURE_2D, lookupworldtexture(sb.tex)->id);
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RENDERSTRIPS(sb.tris, GL_TRIANGLES);
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RENDERSTRIPS(sb.tristrips, GL_TRIANGLE_STRIP);
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RENDERSTRIPS(sb.quads, GL_QUADS);
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@@ -142,7 +142,7 @@ void render_flat(int wtex, int x, int y, int size, int h, sqr *l1, sqr *l2, sqr
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{
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if(showm) { l3 = l1 = &sbright; l4 = l2 = &sdark; }
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Texture *t = lookuptexture(wtex);
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Texture *t = lookupworldtexture(wtex);
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float xf = TEXTURESCALE/t->xs;
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float yf = TEXTURESCALE/t->ys;
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float xs = size*xf;
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@@ -219,7 +219,7 @@ void render_flatdelta(int wtex, int x, int y, int size, float h1, float h2, floa
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{
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if(showm) { l3 = l1 = &sbright; l4 = l2 = &sdark; }
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Texture *t = lookuptexture(wtex);
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Texture *t = lookupworldtexture(wtex);
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float xf = TEXTURESCALE/t->xs;
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float yf = TEXTURESCALE/t->ys;
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float xs = size*xf;
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@@ -273,7 +273,7 @@ void render_2tris(sqr *h, sqr *s, int x1, int y1, int x2, int y2, int x3, int y3
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{
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stripend();
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Texture *t = lookuptexture(h->ftex);
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Texture *t = lookupworldtexture(h->ftex);
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float xf = TEXTURESCALE/t->xs;
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float yf = TEXTURESCALE/t->ys;
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vert(x1, y1, h->floor, l1, xf*x1, yf*y1);
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@@ -281,7 +281,7 @@ void render_2tris(sqr *h, sqr *s, int x1, int y1, int x2, int y2, int x3, int y3
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vert(x3, y3, h->floor, l3, xf*x3, yf*y3);
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addstrip(mergestrips ? GL_TRIANGLES : GL_TRIANGLE_STRIP, h->ftex, verts.length()-3, 3);
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t = lookuptexture(h->ctex);
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t = lookupworldtexture(h->ctex);
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xf = TEXTURESCALE/t->xs;
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yf = TEXTURESCALE/t->ys;
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@@ -312,7 +312,7 @@ void render_square(int wtex, float floor1, float floor2, float ceil1, float ceil
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stripend();
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if(showm) { l1 = &sbright; l2 = &sdark; }
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Texture *t = lookuptexture(wtex);
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Texture *t = lookupworldtexture(wtex);
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float xf = TEXTURESCALE/t->xs;
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float yf = TEXTURESCALE/t->ys;
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float xs = size*xf;
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