[iortcw] 315/497: All: Rend2: Fix culling again
Simon McVittie
smcv at debian.org
Wed Sep 21 19:48:44 UTC 2016
This is an automated email from the git hooks/post-receive script.
smcv pushed a commit to annotated tag 1.42d
in repository iortcw.
commit 7c443a71770962338b25f40af18367b9ac0f9e1f
Author: MAN-AT-ARMS <M4N4T4RMS at gmail.com>
Date: Sat Mar 14 06:50:31 2015 -0400
All: Rend2: Fix culling again
---
MP/code/rend2/tr_backend.c | 16 ++--------------
MP/code/rend2/tr_shade.c | 30 +++++++++++++++++++-----------
SP/code/rend2/tr_backend.c | 16 ++--------------
SP/code/rend2/tr_shade.c | 30 +++++++++++++++++++-----------
4 files changed, 42 insertions(+), 50 deletions(-)
diff --git a/MP/code/rend2/tr_backend.c b/MP/code/rend2/tr_backend.c
index c2899f0..9cea80f 100644
--- a/MP/code/rend2/tr_backend.c
+++ b/MP/code/rend2/tr_backend.c
@@ -133,24 +133,12 @@ void GL_Cull( int cullType ) {
}
else
{
- qboolean cullFront;
+ qboolean cullFront = (cullType == CT_FRONT_SIDED);
if ( glState.faceCulling == CT_TWO_SIDED )
- {
qglEnable( GL_CULL_FACE );
- }
-
- cullFront = (cullType == CT_FRONT_SIDED);
- if ( backEnd.viewParms.isMirror )
- {
- cullFront = !cullFront;
- }
- if ( backEnd.currentEntity && backEnd.currentEntity->mirrored )
- {
- cullFront = !cullFront;
- }
- if (glState.faceCullFront != cullFront)
+ if ( glState.faceCullFront != cullFront )
qglCullFace( cullFront ? GL_FRONT : GL_BACK );
glState.faceCullFront = cullFront;
diff --git a/MP/code/rend2/tr_shade.c b/MP/code/rend2/tr_shade.c
index bd64b84..402538e 100644
--- a/MP/code/rend2/tr_shade.c
+++ b/MP/code/rend2/tr_shade.c
@@ -1634,20 +1634,28 @@ void RB_StageIteratorGeneric( void )
//
// set face culling appropriately
//
- if ((backEnd.viewParms.flags & VPF_DEPTHSHADOW))
+ if (input->shader->cullType == CT_TWO_SIDED)
{
- //GL_Cull( CT_TWO_SIDED );
-
- if (input->shader->cullType == CT_TWO_SIDED)
- GL_Cull( CT_TWO_SIDED );
- else if (input->shader->cullType == CT_FRONT_SIDED)
- GL_Cull( CT_BACK_SIDED );
- else
- GL_Cull( CT_FRONT_SIDED );
-
+ GL_Cull( CT_TWO_SIDED );
}
else
- GL_Cull( input->shader->cullType );
+ {
+ qboolean cullFront = (input->shader->cullType == CT_FRONT_SIDED);
+
+ if ( backEnd.viewParms.flags & VPF_DEPTHSHADOW )
+ cullFront = !cullFront;
+
+ if ( backEnd.viewParms.isMirror )
+ cullFront = !cullFront;
+
+ if ( backEnd.currentEntity && backEnd.currentEntity->mirrored )
+ cullFront = !cullFront;
+
+ if (cullFront)
+ GL_Cull( CT_FRONT_SIDED );
+ else
+ GL_Cull( CT_BACK_SIDED );
+ }
// set polygon offset if necessary
if ( input->shader->polygonOffset )
diff --git a/SP/code/rend2/tr_backend.c b/SP/code/rend2/tr_backend.c
index 1d44c67..ef7f3e4 100644
--- a/SP/code/rend2/tr_backend.c
+++ b/SP/code/rend2/tr_backend.c
@@ -133,24 +133,12 @@ void GL_Cull( int cullType ) {
}
else
{
- qboolean cullFront;
+ qboolean cullFront = (cullType == CT_FRONT_SIDED);
if ( glState.faceCulling == CT_TWO_SIDED )
- {
qglEnable( GL_CULL_FACE );
- }
-
- cullFront = (cullType == CT_FRONT_SIDED);
- if ( backEnd.viewParms.isMirror )
- {
- cullFront = !cullFront;
- }
- if ( backEnd.currentEntity && backEnd.currentEntity->mirrored )
- {
- cullFront = !cullFront;
- }
- if (glState.faceCullFront != cullFront)
+ if ( glState.faceCullFront != cullFront )
qglCullFace( cullFront ? GL_FRONT : GL_BACK );
glState.faceCullFront = cullFront;
diff --git a/SP/code/rend2/tr_shade.c b/SP/code/rend2/tr_shade.c
index cd4cafb..cd847ef 100644
--- a/SP/code/rend2/tr_shade.c
+++ b/SP/code/rend2/tr_shade.c
@@ -1635,20 +1635,28 @@ void RB_StageIteratorGeneric( void )
//
// set face culling appropriately
//
- if ((backEnd.viewParms.flags & VPF_DEPTHSHADOW))
+ if (input->shader->cullType == CT_TWO_SIDED)
{
- //GL_Cull( CT_TWO_SIDED );
-
- if (input->shader->cullType == CT_TWO_SIDED)
- GL_Cull( CT_TWO_SIDED );
- else if (input->shader->cullType == CT_FRONT_SIDED)
- GL_Cull( CT_BACK_SIDED );
- else
- GL_Cull( CT_FRONT_SIDED );
-
+ GL_Cull( CT_TWO_SIDED );
}
else
- GL_Cull( input->shader->cullType );
+ {
+ qboolean cullFront = (input->shader->cullType == CT_FRONT_SIDED);
+
+ if ( backEnd.viewParms.flags & VPF_DEPTHSHADOW )
+ cullFront = !cullFront;
+
+ if ( backEnd.viewParms.isMirror )
+ cullFront = !cullFront;
+
+ if ( backEnd.currentEntity && backEnd.currentEntity->mirrored )
+ cullFront = !cullFront;
+
+ if (cullFront)
+ GL_Cull( CT_FRONT_SIDED );
+ else
+ GL_Cull( CT_BACK_SIDED );
+ }
// set polygon offset if necessary
if ( input->shader->polygonOffset )
--
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