OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t
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6e5f8cc918
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c350963bf2
14 changed files with 125 additions and 125 deletions
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@ -429,7 +429,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
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GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
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GLSL_BindProgram(sp);
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GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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color[0] =
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color[1] =
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@ -445,7 +445,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
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GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
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GLSL_BindProgram(sp);
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GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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color[0] =
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color[1] =
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@ -806,10 +806,10 @@ void RB_DrawSun( float scale, shader_t *shader ) {
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//qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]);
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{
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// FIXME: this could be a lot cleaner
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matrix_t translation, modelview;
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mat4_t translation, modelview;
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Matrix16Translation( backEnd.viewParms.or.origin, translation );
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Matrix16Multiply( backEnd.viewParms.world.modelMatrix, translation, modelview );
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Mat4Translation( backEnd.viewParms.or.origin, translation );
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Mat4Multiply( backEnd.viewParms.world.modelMatrix, translation, modelview );
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GL_SetModelviewMatrix( modelview );
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}
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@ -869,18 +869,18 @@ void RB_StageIteratorSky( void ) {
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// draw the outer skybox
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if ( tess.shader->sky.outerbox[0] && tess.shader->sky.outerbox[0] != tr.defaultImage ) {
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matrix_t oldmodelview;
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mat4_t oldmodelview;
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GL_State( 0 );
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//qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]);
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{
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// FIXME: this could be a lot cleaner
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matrix_t trans, product;
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mat4_t trans, product;
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Matrix16Copy( glState.modelview, oldmodelview );
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Matrix16Translation( backEnd.viewParms.or.origin, trans );
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Matrix16Multiply( glState.modelview, trans, product );
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Mat4Copy( glState.modelview, oldmodelview );
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Mat4Translation( backEnd.viewParms.or.origin, trans );
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Mat4Multiply( glState.modelview, trans, product );
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GL_SetModelviewMatrix( product );
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}
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