vertex format cleanups
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2175 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+20
-20
@@ -84,26 +84,26 @@ void drawscope()
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x1 = VIRTW/2 - w/2,
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x2 = VIRTW/2 + w/2;
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glTexCoord2i(0, 0); glVertex2f(x1, 0);
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glTexCoord2i(1, 0); glVertex2f(x2, 0);
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glTexCoord2i(1, 1); glVertex2f(x2, VIRTH);
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glTexCoord2i(0, 1); glVertex2f(x1, VIRTH);
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glTexCoord2f(0, 0); glVertex2f(x1, 0);
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glTexCoord2f(1, 0); glVertex2f(x2, 0);
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glTexCoord2f(1, 1); glVertex2f(x2, VIRTH);
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glTexCoord2f(0, 1); glVertex2f(x1, VIRTH);
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// fill unused space with border texels
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if(x1 > 0)
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{
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glTexCoord2i(0, 0); glVertex2f(0, 0);
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glTexCoord2i(0, 0); glVertex2f(x1, 0);
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glTexCoord2i(0, 1); glVertex2f(x1, VIRTH);
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glTexCoord2i(0, 1); glVertex2f(0, VIRTH);
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glTexCoord2f(0, 0); glVertex2f(0, 0);
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glTexCoord2f(0, 0); glVertex2f(x1, 0);
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glTexCoord2f(0, 1); glVertex2f(x1, VIRTH);
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glTexCoord2f(0, 1); glVertex2f(0, VIRTH);
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}
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if(x2 < VIRTW)
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{
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glTexCoord2i(1, 0); glVertex2f(x2, 0);
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glTexCoord2i(1, 0); glVertex2f(VIRTW, 0);
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glTexCoord2i(1, 1); glVertex2f(VIRTW, VIRTH);
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glTexCoord2i(1, 1); glVertex2f(x2, VIRTH);
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glTexCoord2f(1, 0); glVertex2f(x2, 0);
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glTexCoord2f(1, 0); glVertex2f(VIRTW, 0);
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glTexCoord2f(1, 1); glVertex2f(VIRTW, VIRTH);
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glTexCoord2f(1, 1); glVertex2f(x2, VIRTH);
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}
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glEnd();
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@@ -140,10 +140,10 @@ void drawcrosshair(playerent *p, bool showteamwarning)
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}
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}
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float chsize = (float)crosshairsize * (p->weaponsel->type==GUN_ASSAULT && p->weaponsel->shots > 3 ? 1.4f : 1.0f) * (showteamwarning ? 2.0f : 1.0f);
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glTexCoord2i(0, 0); glVertex2f(VIRTW/2 - chsize, VIRTH/2 - chsize);
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glTexCoord2i(1, 0); glVertex2f(VIRTW/2 + chsize, VIRTH/2 - chsize);
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glTexCoord2i(1, 1); glVertex2f(VIRTW/2 + chsize, VIRTH/2 + chsize);
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glTexCoord2i(0, 1); glVertex2f(VIRTW/2 - chsize, VIRTH/2 + chsize);
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glTexCoord2f(0, 0); glVertex2f(VIRTW/2 - chsize, VIRTH/2 - chsize);
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glTexCoord2f(1, 0); glVertex2f(VIRTW/2 + chsize, VIRTH/2 - chsize);
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glTexCoord2f(1, 1); glVertex2f(VIRTW/2 + chsize, VIRTH/2 + chsize);
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glTexCoord2f(0, 1); glVertex2f(VIRTW/2 - chsize, VIRTH/2 + chsize);
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glEnd();
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}
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@@ -394,10 +394,10 @@ void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwat
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor4ub(hdr.watercolor[0], hdr.watercolor[1], hdr.watercolor[2], 102);
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glBegin(GL_QUADS);
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glVertex2i(0, 0);
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glVertex2i(VIRTW, 0);
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glVertex2i(VIRTW, VIRTH);
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glVertex2i(0, VIRTH);
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glVertex2f(0, 0);
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glVertex2f(VIRTW, 0);
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glVertex2f(VIRTW, VIRTH);
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glVertex2f(0, VIRTH);
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glEnd();
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glDepthMask(GL_TRUE);
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}
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