float fog_density, fog_red, fog_green, fog_blue;
qboolean fogenabled;
qboolean oldgl_fogenable;
-void R_SetupFog(void)
+void R_UpdateFog(void)
{
if (gamemode == GAME_NEHAHRA)
{
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
}
-vec3_t r_farclip_origin;
-vec3_t r_farclip_direction;
-vec_t r_farclip_directiondist;
-vec_t r_farclip_meshfarclip;
-int r_farclip_directionbit0;
-int r_farclip_directionbit1;
-int r_farclip_directionbit2;
-
-// start a farclip measuring session
-void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip)
-{
- VectorCopy(origin, r_farclip_origin);
- VectorCopy(direction, r_farclip_direction);
- r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
- r_farclip_directionbit0 = r_farclip_direction[0] < 0;
- r_farclip_directionbit1 = r_farclip_direction[1] < 0;
- r_farclip_directionbit2 = r_farclip_direction[2] < 0;
- r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
-}
+static vec3_t r_farclip_origin;
+static vec3_t r_farclip_direction;
+static vec_t r_farclip_directiondist;
+static vec_t r_farclip_meshfarclip;
+static int r_farclip_directionbit0;
+static int r_farclip_directionbit1;
+static int r_farclip_directionbit2;
// enlarge farclip to accomodate box
-void R_FarClip_Box(vec3_t mins, vec3_t maxs)
+static void R_FarClip_Box(vec3_t mins, vec3_t maxs)
{
float d;
d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
}
// return farclip value
-float R_FarClip_Finish(void)
+static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip)
{
+ int i;
+
+ VectorCopy(origin, r_farclip_origin);
+ VectorCopy(direction, r_farclip_direction);
+ r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
+ r_farclip_directionbit0 = r_farclip_direction[0] < 0;
+ r_farclip_directionbit1 = r_farclip_direction[1] < 0;
+ r_farclip_directionbit2 = r_farclip_direction[2] < 0;
+ r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
+
+ if (cl.worldmodel)
+ R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
+ for (i = 0;i < r_refdef.numentities;i++)
+ R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs);
+
return r_farclip_meshfarclip - r_farclip_directiondist;
}
Matrix4x4_CreateIdentity(&ent->matrix);
Matrix4x4_CreateIdentity(&ent->inversematrix);
- if (cl.worldmodel)
- R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
-
if (!r_drawentities.integer)
return;
if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL))
&& !VIS_CullBox(ent->mins, ent->maxs)
&& (!envmap || !(ent->flags & (RENDER_VIEWMODEL | RENDER_EXTERIORMODEL))))
- {
ent->visframe = r_framecount;
- R_FarClip_Box(ent->mins, ent->maxs);
- }
}
}
worldlight_t *wl;
rdlight_t *rd;
rmeshstate_t m;
- matrix4x4_t matrix;
- matrix4x4_t matrix_worldtofilter, matrix_worldtoattenuationxyz, matrix_worldtoattenuationz;
- matrix4x4_t matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
+ rtexture_t *cubemaptexture;
+ matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
if (visiblevolumes)
{
{
if (d_lightstylevalue[wl->style] <= 0)
continue;
- if (VIS_CullBox(wl->mins, wl->maxs))
+ if (R_CullBox(wl->mins, wl->maxs))
+ continue;
+ for (i = 0;i < wl->numclusters;i++)
+ if (CHECKPVSBIT(r_pvsbits, wl->clusterindices[i]))
+ break;
+ if (i == wl->numclusters)
continue;
if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
continue;
continue;
cullradius = wl->cullradius;
- lightradius = wl->lightradius;
+ lightradius = wl->radius;
VectorCopy(wl->mins, clipmins);
VectorCopy(wl->maxs, clipmaxs);
f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
- VectorScale(wl->light, f, lightcolor);
+ VectorScale(wl->color, f, lightcolor);
if (wl->selected)
{
f = 2 + sin(realtime * M_PI * 4.0);
VectorScale(lightcolor, f, lightcolor);
}
- if (r_shadow_worldshadows.integer && wl->castshadows && (gl_stencil || visiblevolumes))
+ if (r_shadow_worldshadows.integer && wl->drawshadows && (gl_stencil || visiblevolumes))
{
if (!visiblevolumes)
R_Shadow_Stage_ShadowVolumes();
if (!visiblevolumes)
{
- if (r_shadow_worldshadows.integer && wl->castshadows && gl_stencil)
+ if (r_shadow_worldshadows.integer && wl->drawshadows && gl_stencil)
R_Shadow_Stage_LightWithShadows();
else
R_Shadow_Stage_LightWithoutShadows();
- // calculate world to filter matrix
- Matrix4x4_CreateFromQuakeEntity(&matrix, wl->origin[0], wl->origin[1], wl->origin[2], wl->angles[0], wl->angles[1], wl->angles[2], lightradius);
- Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
- // calculate world to attenuationxyz/xy matrix
- Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
- Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
- // calculate world to attenuationz matrix
- matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
- matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0 ;matrix.m[1][3] = 0.5;
- matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0 ;matrix.m[2][3] = 0.5;
- matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0 ;matrix.m[3][3] = 1;
- Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
-
ent = &cl_entities[0].render;
if (ent->model && ent->model->DrawLight)
{
Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
- Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltolight, &wl->matrix_worldtolight, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &wl->matrix_worldtoattenuationxyz, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationz, &wl->matrix_worldtoattenuationz, &ent->matrix);
if (r_shadow_staticworldlights.integer)
- R_Shadow_DrawStaticWorldLight_Light(wl, &ent->matrix, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+ R_Shadow_DrawStaticWorldLight_Light(wl, &ent->matrix, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
else
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, wl->cubemap);
}
if (r_drawentities.integer)
{
{
Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
- Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+ Matrix4x4_Concat(&matrix_modeltolight, &wl->matrix_worldtolight, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &wl->matrix_worldtoattenuationxyz, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationz, &wl->matrix_worldtoattenuationz, &ent->matrix);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, wl->cubemap);
}
}
}
{
for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
{
- lightradius = rd->cullradius;
+ lightradius = rd->radius;
clipmins[0] = rd->origin[0] - lightradius;
clipmins[1] = rd->origin[1] - lightradius;
clipmins[2] = rd->origin[2] - lightradius;
continue;
cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin);
- VectorScale(rd->light, (1.0f / 4096.0f), lightcolor);
+ VectorCopy(rd->color, lightcolor);
+
+ if (rd->cubemapnum > 0)
+ cubemaptexture = R_Shadow_Cubemap(va("cubemaps/%i", rd->cubemapnum));
+ else
+ cubemaptexture = NULL;
- if (r_shadow_dlightshadows.integer && (gl_stencil || visiblevolumes))
+ if (r_shadow_dlightshadows.integer && rd->shadow && (gl_stencil || visiblevolumes))
{
if (!visiblevolumes)
R_Shadow_Stage_ShadowVolumes();
if (!visiblevolumes)
{
- if (r_shadow_dlightshadows.integer && gl_stencil)
+ if (r_shadow_dlightshadows.integer && gl_stencil && rd->shadow)
R_Shadow_Stage_LightWithShadows();
else
R_Shadow_Stage_LightWithoutShadows();
- // calculate world to filter matrix
- Matrix4x4_CreateFromQuakeEntity(&matrix, rd->origin[0], rd->origin[1], rd->origin[2], 0, 0, 0, lightradius);
- Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
- // calculate world to attenuationxyz/xy matrix
- Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
- Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
- // calculate world to attenuationz matrix
- matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
- matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0 ;matrix.m[1][3] = 0.5;
- matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0 ;matrix.m[2][3] = 0.5;
- matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0 ;matrix.m[3][3] = 1;
- Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
-
ent = &cl_entities[0].render;
if (ent->model && ent->model->DrawLight)
{
Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
- Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+ Matrix4x4_Concat(&matrix_modeltolight, &rd->matrix_worldtolight, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rd->matrix_worldtoattenuationxyz, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationz, &rd->matrix_worldtoattenuationz, &ent->matrix);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
}
if (r_drawentities.integer)
{
{
Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
- Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+ Matrix4x4_Concat(&matrix_modeltolight, &rd->matrix_worldtolight, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rd->matrix_worldtoattenuationxyz, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationz, &rd->matrix_worldtoattenuationz, &ent->matrix);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
}
}
}
if (visiblevolumes)
{
qglEnable(GL_CULL_FACE);
- qglDisable(GL_SCISSOR_TEST);
+ GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
}
else
R_Shadow_Stage_End();
}
-static void R_SetFrustum (void)
+static void R_SetFrustum(void)
{
+ // break apart the viewentity matrix into vectors for various purposes
+ Matrix4x4_ToVectors(&r_refdef.viewentitymatrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
+ VectorNegate(r_viewleft, r_viewright);
+
// LordHavoc: note to all quake engine coders, the special case for 90
// degrees assumed a square view (wrong), so I removed it, Quake2 has it
// disabled as well.
PlaneClassify(&frustum[3]);
}
-/*
-===============
-R_SetupFrame
-===============
-*/
-static void R_SetupFrame (void)
-{
-// don't allow cheats in multiplayer
- if (!cl.islocalgame)
- {
- if (r_fullbright.integer != 0)
- Cvar_Set ("r_fullbright", "0");
- if (r_ambient.value != 0)
- Cvar_Set ("r_ambient", "0");
- }
-
- r_framecount++;
-
- // break apart the viewentity matrix into vectors for various purposes
- Matrix4x4_ToVectors(&r_refdef.viewentitymatrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
- VectorNegate(r_viewleft, r_viewright);
-
- GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
-
- R_AnimateLight();
-}
-
-
static void R_BlendView(void)
{
rmeshstate_t m;
R_Mesh_Draw(3, 1, polygonelements);
}
+void R_UpdateWorld(void)
+{
+ if (!r_refdef.entities/* || !cl.worldmodel*/)
+ return; //Host_Error ("R_RenderView: NULL worldmodel");
+
+ if (r_shadow_realtime_world.integer && !gl_stencil)
+ {
+ Con_Printf("Realtime world lighting requires 32bit color; turning off r_shadow_realtime_world, please type vid_bitsperpixel 32;vid_restart and try again\n");
+ Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
+ }
+
+ // don't allow cheats in multiplayer
+ if (!cl.islocalgame)
+ {
+ if (r_fullbright.integer != 0)
+ Cvar_Set ("r_fullbright", "0");
+ if (r_ambient.value != 0)
+ Cvar_Set ("r_ambient", "0");
+ }
+
+ R_Textures_Frame();
+ R_UpdateFog();
+ R_UpdateLights();
+}
+
+void R_RenderScene(void);
+
/*
================
R_RenderView
-
-r_refdef must be set before the first call
================
*/
-extern void R_DrawLightningBeams (void);
-void R_RenderView (void)
+void R_RenderView(void)
{
- entity_render_t *world;
if (!r_refdef.entities/* || !cl.worldmodel*/)
return; //Host_Error ("R_RenderView: NULL worldmodel");
+
+ r_refdef.width = bound(0, r_refdef.width, vid.realwidth);
+ r_refdef.height = bound(0, r_refdef.height, vid.realheight);
+ r_refdef.x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width);
+ r_refdef.y = bound(0, r_refdef.y, vid.realheight - r_refdef.height);
+ r_refdef.fov_x = bound(1, r_refdef.fov_x, 170);
+ r_refdef.fov_y = bound(1, r_refdef.fov_y, 170);
+
+ // GL is weird because it's bottom to top, r_refdef.y is top to bottom
+ qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);
+ GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
+ GL_ScissorTest(true);
+ R_ClearScreen();
- if (r_shadow_realtime_world.integer)
- {
- if (!gl_stencil)
- {
- Con_Printf("Realtime world lighting requires 32bit color turning off r_shadow_realtime_world, please type vid_bitsperpixel 32;vid_restart and try again\n");
- Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
- }
- }
+ R_SetFrustum();
+ r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
- world = &cl_entities[0].render;
+ if (gl_stencil && ((r_shadow_realtime_world.integer && r_shadow_worldshadows.integer) || ((r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && r_shadow_dlightshadows.integer)))
+ GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f);
+ else
+ GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip);
- // FIXME: move to client
- R_MoveExplosions();
- R_TimeReport("mexplosion");
+ GL_SetupView_Orientation_FromEntity(&r_refdef.viewentitymatrix);
+ R_TimeReport("setup");
- qglPolygonOffset(0, 0);
- qglEnable(GL_POLYGON_OFFSET_FILL);
+ R_RenderScene();
+
+ R_BlendView();
+ R_TimeReport("blendview");
+
+ GL_Scissor(0, 0, vid.realwidth, vid.realheight);
+ GL_ScissorTest(false);
+}
+
+extern void R_DrawLightningBeams (void);
+void R_RenderScene(void)
+{
+ entity_render_t *world;
+
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
+
+ r_framecount++;
- R_Textures_Frame();
- R_SetupFrame();
- R_SetFrustum();
- R_SetupFog();
R_SkyStartFrame();
- R_BuildLightList();
- R_TimeReport("setup");
if (cl.worldmodel && cl.worldmodel->brush.FatPVS)
cl.worldmodel->brush.FatPVS(cl.worldmodel, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
-
+ world = &cl_entities[0].render;
R_WorldVisibility(world);
R_TimeReport("worldvis");
- R_FarClip_Start(r_vieworigin, r_viewforward, 768.0f);
R_MarkEntities();
- r_farclip = R_FarClip_Finish() + 256.0f;
- if (gl_stencil && ((r_shadow_realtime_world.integer && r_shadow_worldshadows.integer) || ((r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && r_shadow_dlightshadows.integer)))
- GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f);
- else
- GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip);
- GL_SetupView_Orientation_FromEntity(&r_refdef.viewentitymatrix);
R_TimeReport("markentity");
qglDepthFunc(GL_LEQUAL);
+ qglPolygonOffset(0, 0);
+ qglEnable(GL_POLYGON_OFFSET_FILL);
R_Mesh_Start();
R_MeshQueue_BeginScene();
R_Shadow_UpdateWorldLightSelection();
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
+
if (R_DrawBrushModelsSky())
R_TimeReport("bmodelsky");
R_DrawModels();
R_TimeReport("models");
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
+
R_ShadowVolumeLighting(false);
R_TimeReport("rtlights");
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
+
R_DrawLightningBeams();
R_TimeReport("lightning");
R_DrawWorldCrosshair();
R_TimeReport("crosshair");
- R_BlendView();
- R_TimeReport("blendview");
-
R_MeshQueue_Render();
R_MeshQueue_EndScene();
qglPolygonOffset(0, 0);
qglDisable(GL_POLYGON_OFFSET_FILL);
+
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
}
/*