]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
some very slight optimization to rt light rendering setup code
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 28 Jan 2008 06:52:37 +0000 (06:52 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 28 Jan 2008 06:52:37 +0000 (06:52 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@8031 d7cf8633-e32d-0410-b094-e92efae38249

r_shadow.c

index 43b1ec56b3ed88054f7e53f95b960401e9ff3c21..365e2757daf4c5cf7f3b7d8167c1ed27985588d1 100644 (file)
@@ -1134,10 +1134,11 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
        {
                R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
-               CHECKGLERROR
        }
+       else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_VERTEX)
+               R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
 }
 
 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
@@ -1526,9 +1527,6 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int nu
 static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // used to display how many times a surface is lit for level design purposes
-       GL_Color(0.1 * r_refdef.view.colorscale, 0.025 * r_refdef.view.colorscale, 0, 1);
-       R_Mesh_ColorPointer(NULL, 0, 0);
-       R_Mesh_ResetTextureState();
        R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 }
 
@@ -2270,8 +2268,6 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice
        VectorScale(lightcolorpants, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorpants);
        VectorScale(lightcolorshirt, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorshirt);
        VectorScale(lightcolorshirt, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorshirt);
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
        memset(&m, 0, sizeof(m));
        m.tex[0] = R_GetTexture(basetexture);
        m.texmatrix[0] = rsurface.texture->currenttexmatrix;