Bug 5094 - Code cleanup, patch by Zack Middleton and DevHC. Fixes unused-but-set gcc warnings
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1ea7ab1f42
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23f6fd1633
85 changed files with 246 additions and 496 deletions
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@ -753,7 +753,7 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
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// we definately want to sync every frame for the cinematics
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qglFinish();
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start = end = 0;
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start = 0;
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if ( r_speeds->integer ) {
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start = ri.Milliseconds();
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}
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@ -204,10 +204,9 @@ static int neighbors[8][2] = {
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VectorAdd( normal, sum, sum );
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count++;
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}
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if ( count == 0 ) {
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//printf("bad normal\n");
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count = 1;
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}
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//if ( count == 0 ) {
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// printf("bad normal\n");
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//}
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VectorNormalize2( sum, dv->normal );
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}
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}
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@ -114,7 +114,7 @@ This is called at surface tesselation time
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*/
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void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal ) {
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int i;
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flare_t *f, *oldest;
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flare_t *f;
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vec3_t local;
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float d = 1;
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vec4_t eye, clip, normalized, window;
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@ -152,7 +152,6 @@ void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t
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}
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// see if a flare with a matching surface, scene, and view exists
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oldest = r_flareStructs;
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for ( f = r_activeFlares ; f ; f = f->next ) {
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if ( f->surface == surface && f->frameSceneNum == backEnd.viewParms.frameSceneNum
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&& f->inPortal == backEnd.viewParms.isPortal ) {
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@ -1098,14 +1098,11 @@ R_CreateFogImage
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static void R_CreateFogImage( void ) {
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int x,y;
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byte *data;
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float g;
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float d;
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float borderColor[4];
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data = ri.Hunk_AllocateTempMemory( FOG_S * FOG_T * 4 );
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g = 2.0;
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// S is distance, T is depth
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for (x=0 ; x<FOG_S ; x++) {
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for (y=0 ; y<FOG_T ; y++) {
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@ -791,8 +791,6 @@ static uint8_t PredictPaeth(uint8_t a, uint8_t b, uint8_t c)
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int p;
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int pa, pb, pc;
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Pr = 0;
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p = ((int) a) + ((int) b) - ((int) c);
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pa = abs(p - ((int) a));
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pb = abs(p - ((int) b));
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@ -912,7 +912,6 @@ static qboolean SurfIsOffscreen( const drawSurf_t *drawSurf, vec4_t clipDest[128
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for ( i = 0; i < tess.numIndexes; i += 3 )
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{
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vec3_t normal;
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float dot;
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float len;
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VectorSubtract( tess.xyz[tess.indexes[i]], tr.viewParms.or.origin, normal );
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@ -923,7 +922,7 @@ static qboolean SurfIsOffscreen( const drawSurf_t *drawSurf, vec4_t clipDest[128
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shortest = len;
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}
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if ( ( dot = DotProduct( normal, tess.normal[tess.indexes[i]] ) ) >= 0 )
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if ( DotProduct( normal, tess.normal[tess.indexes[i]] ) >= 0 )
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{
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numTriangles--;
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}
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@ -1269,7 +1268,6 @@ void R_AddEntitySurfaces (void) {
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if ( (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal) {
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break;
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}
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shader = R_GetShaderByHandle( ent->e.customShader );
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R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0 );
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break;
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default:
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@ -272,6 +272,10 @@ int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projectio
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vec3_t v1, v2;
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int *indexes;
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if (numPoints <= 0) {
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return 0;
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}
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//increment view count for double check prevention
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tr.viewCount++;
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@ -931,7 +931,7 @@ static qboolean R_LoadMD4( model_t *mod, void *buffer, const char *mod_name ) {
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// swap all the frames
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frameSize = (size_t)( &((md4Frame_t *)0)->bones[ md4->numBones ] );
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for ( i = 0 ; i < md4->numFrames ; i++, frame++) {
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for ( i = 0 ; i < md4->numFrames ; i++) {
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frame = (md4Frame_t *) ( (byte *)md4 + md4->ofsFrames + i * frameSize );
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frame->radius = LittleFloat( frame->radius );
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for ( j = 0 ; j < 3 ; j++ ) {
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@ -885,8 +885,8 @@ static void ComputeJointMats( iqmData_t *data, int frame, int oldframe,
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int *joint = data->jointParents;
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int i;
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if ( oldframe == frame ) {
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mat1 = mat2 = data->poseMats + 12 * data->num_joints * frame;
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if ( oldframe == frame ) {
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mat1 = data->poseMats + 12 * data->num_joints * frame;
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for( i = 0; i < data->num_joints; i++, joint++ ) {
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if( *joint >= 0 ) {
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Matrix34Multiply( mat + 12 * *joint,
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@ -109,7 +109,7 @@ typedef struct {
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void (QDECL *Printf)( int printLevel, const char *fmt, ...) __attribute__ ((format (printf, 2, 3)));
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// abort the game
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void (QDECL *Error)( int errorLevel, const char *fmt, ...) __attribute__ ((format (printf, 2, 3)));
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void (QDECL *Error)( int errorLevel, const char *fmt, ...) __attribute__ ((noreturn, format (printf, 2, 3)));
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// milliseconds should only be used for profiling, never
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// for anything game related. Get time from the refdef
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@ -1174,8 +1174,10 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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void RB_StageIteratorGeneric( void )
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{
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shaderCommands_t *input;
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shader_t *shader;
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input = &tess;
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shader = input->shader;
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RB_DeformTessGeometry();
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@ -1192,10 +1194,10 @@ void RB_StageIteratorGeneric( void )
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//
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// set face culling appropriately
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//
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GL_Cull( input->shader->cullType );
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GL_Cull( shader->cullType );
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// set polygon offset if necessary
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if ( input->shader->polygonOffset )
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if ( shader->polygonOffset )
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{
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qglEnable( GL_POLYGON_OFFSET_FILL );
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qglPolygonOffset( r_offsetFactor->value, r_offsetUnits->value );
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@ -1207,7 +1209,7 @@ void RB_StageIteratorGeneric( void )
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// to avoid compiling those arrays since they will change
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// during multipass rendering
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//
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if ( tess.numPasses > 1 || input->shader->multitextureEnv )
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if ( tess.numPasses > 1 || shader->multitextureEnv )
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{
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setArraysOnce = qfalse;
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qglDisableClientState (GL_COLOR_ARRAY);
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@ -1275,7 +1277,7 @@ void RB_StageIteratorGeneric( void )
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//
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// reset polygon offset
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//
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if ( input->shader->polygonOffset )
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if ( shader->polygonOffset )
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{
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qglDisable( GL_POLYGON_OFFSET_FILL );
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}
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@ -1291,7 +1293,6 @@ void RB_StageIteratorVertexLitTexture( void )
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shader_t *shader;
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input = &tess;
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shader = input->shader;
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//
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@ -1312,7 +1313,7 @@ void RB_StageIteratorVertexLitTexture( void )
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//
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// set face culling appropriately
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//
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GL_Cull( input->shader->cullType );
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GL_Cull( shader->cullType );
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//
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// set arrays and lock
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@ -1365,8 +1366,10 @@ void RB_StageIteratorVertexLitTexture( void )
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void RB_StageIteratorLightmappedMultitexture( void ) {
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shaderCommands_t *input;
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shader_t *shader;
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input = &tess;
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shader = input->shader;
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//
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// log this call
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@ -1380,7 +1383,7 @@ void RB_StageIteratorLightmappedMultitexture( void ) {
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//
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// set face culling appropriately
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//
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GL_Cull( input->shader->cullType );
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GL_Cull( shader->cullType );
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//
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// set color, pointers, and lock
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@ -634,7 +634,7 @@ void RB_CalcColorFromOneMinusEntity( unsigned char *dstColors )
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for ( i = 0; i < tess.numVertexes; i++, pColors++ )
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{
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*pColors = * ( int * ) invModulate;
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*pColors = c;
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}
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}
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@ -618,14 +618,14 @@ void R_BuildCloudData( shaderCommands_t *input )
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tess.numIndexes = 0;
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tess.numVertexes = 0;
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if ( input->shader->sky.cloudHeight )
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if ( shader->sky.cloudHeight )
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{
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for ( i = 0; i < MAX_SHADER_STAGES; i++ )
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{
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if ( !tess.xstages[i] ) {
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break;
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}
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FillCloudBox( input->shader, i );
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FillCloudBox( shader, i );
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}
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}
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}
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@ -928,10 +928,6 @@ static void RB_SurfaceFace( srfSurfaceFace_t *surf ) {
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tess.numIndexes += surf->numIndices;
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v = surf->points[0];
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ndx = tess.numVertexes;
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numPoints = surf->numPoints;
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if ( tess.shader->needsNormal ) {
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@ -1046,7 +1042,6 @@ static void RB_SurfaceGrid( srfGridMesh_t *cv ) {
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// in the tess structure, so we may have to issue it in multiple passes
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used = 0;
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rows = 0;
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while ( used < lodHeight - 1 ) {
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// see how many rows of both verts and indexes we can add without overflowing
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do {
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@ -63,7 +63,6 @@ static qboolean R_CullGrid( srfGridMesh_t *cv ) {
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} else {
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sphereCull = R_CullPointAndRadius( cv->localOrigin, cv->meshRadius );
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}
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boxCull = CULL_OUT;
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// check for trivial reject
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if ( sphereCull == CULL_OUT )
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