]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_poly.c
added newmap function to render modules (so explosions and other things are reset...
[xonotic/darkplaces.git] / gl_poly.c
index 4eb8bafebd634f45516b7953cd7e6a401914dc4e..d2114ab609e0d1eaa3b99767b640916bf9f7da64 100644 (file)
--- a/gl_poly.c
+++ b/gl_poly.c
@@ -49,6 +49,7 @@ void gl_poly_start()
        for (i = 1;i < 256;i++)
                transreciptable[i] = 1.0f / i;
 }
+
 void gl_poly_shutdown()
 {
        qfree(transvert);
@@ -61,10 +62,14 @@ void gl_poly_shutdown()
        qfree(skypoly);
 }
 
+void gl_poly_newmap()
+{
+}
+
 void GL_Poly_Init()
 {
        Cvar_RegisterVariable (&gl_multitexture);
-       R_RegisterModule("GL_Poly", gl_poly_start, gl_poly_shutdown);
+       R_RegisterModule("GL_Poly", gl_poly_start, gl_poly_shutdown, gl_poly_newmap);
 }
 
 void transpolyclear()
@@ -786,7 +791,7 @@ extern char skyname[];
 extern rtexture_t *solidskytexture, *alphaskytexture;
 void skypolyrender()
 {
-       int i, j, numskyverts;
+       int i, j;
        skypoly_t *p;
        skyvert_t *vert;
        float length, speedscale;
@@ -805,9 +810,9 @@ void skypolyrender()
        if (!fogenabled && !skyname[0]) // normal quake sky
        {
                glInterleavedArrays(GL_T2F_V3F, 0, skyvert);
-//             glTexCoordPointer(2, GL_FLOAT, sizeof(skyvert_t) - sizeof(float) * 2, &skyvert[0].tex[0]);
+//             glTexCoordPointer(2, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].tex[0]);
 //             glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-//             glVertexPointer(3, GL_FLOAT, sizeof(skyvert_t) - sizeof(float) * 3, &skyvert[0].v[0]);
+//             glVertexPointer(3, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].v[0]);
 //             glEnableClientState(GL_VERTEX_ARRAY);
                if(lighthalf)
                        glColor3f(0.5f, 0.5f, 0.5f);
@@ -820,7 +825,6 @@ void skypolyrender()
                glBindTexture(GL_TEXTURE_2D, R_GetTexture(solidskytexture)); // upper clouds
                speedscale = cl.time*8;
                speedscale -= (int)speedscale & ~127 ;
-               numskyverts = 0;
                for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
                {
                        vert = skyvert + p->firstvert;
@@ -836,9 +840,8 @@ void skypolyrender()
                                vert->tex[0] = (speedscale + dir[0] * length) * (1.0/128);
                                vert->tex[1] = (speedscale + dir[1] * length) * (1.0/128);
                        }
-                       numskyverts += p->verts;
                }
-               GL_LockArray(0, numskyverts);
+               GL_LockArray(0, currentskyvert);
                for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
                        glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
                GL_UnlockArray();
@@ -863,7 +866,7 @@ void skypolyrender()
                                vert->tex[1] = (speedscale + dir[1] * length) * (1.0/128);
                        }
                }
-               GL_LockArray(0, numskyverts);
+               GL_LockArray(0, currentskyvert);
                for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
                        glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
                GL_UnlockArray();
@@ -875,15 +878,12 @@ void skypolyrender()
        }
        else
        {
-               glVertexPointer(3, GL_FLOAT, sizeof(skyvert_t) - sizeof(float) * 3, &skyvert[0].v[0]);
+               glVertexPointer(3, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].v[0]);
                glEnableClientState(GL_VERTEX_ARRAY);
                glDisable(GL_TEXTURE_2D);
                glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
                glColor3fv(fogcolor); // note: gets rendered over by skybox if fog is not enabled
-               numskyverts = 0;
-               for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
-                       numskyverts += p->verts;
-               GL_LockArray(0, numskyverts);
+               GL_LockArray(0, currentskyvert);
                for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
                        glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
                GL_UnlockArray();