* Ditch Mac OS 9 support
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1b314e8934
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3 changed files with 0 additions and 44 deletions
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@ -526,15 +526,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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drawSurf_t *drawSurf;
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int oldSort;
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float originalTime;
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#ifdef __MACOS__
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int macEventTime;
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Sys_PumpEvents(); // crutch up the mac's limited buffer queue size
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// we don't want to pump the event loop too often and waste time, so
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// we are going to check every shader change
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macEventTime = ri.Milliseconds() + MAC_EVENT_PUMP_MSEC;
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#endif
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// save original time for entity shader offsets
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originalTime = backEnd.refdef.floatTime;
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@ -570,15 +561,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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if (shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted
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|| ( entityNum != oldEntityNum && !shader->entityMergable ) ) {
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if (oldShader != NULL) {
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#ifdef __MACOS__ // crutch up the mac's limited buffer queue size
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int t;
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t = ri.Milliseconds();
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if ( t > macEventTime ) {
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macEventTime = t + MAC_EVENT_PUMP_MSEC;
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Sys_PumpEvents();
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}
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#endif
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RB_EndSurface();
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}
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RB_BeginSurface( shader, fogNum );
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@ -664,10 +646,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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// add light flares on lights that aren't obscured
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RB_RenderFlares();
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#ifdef __MACOS__
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Sys_PumpEvents(); // crutch up the mac's limited buffer queue size
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#endif
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}
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