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https://github.com/kevinbentley/Descent3.git
synced 2025-01-22 11:28:56 +00:00
glShadeModel calls are redundant with default setting, rend_SetLightingState is redundant with rend_SetLighting
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@ -51,7 +51,6 @@
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#endif
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int FindArg(const char *);
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void rend_SetLightingState(light_state state);
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// General renderer states
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extern int gpu_Overlay_map;
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@ -269,7 +268,7 @@ void opengl_SetDefaults() {
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rend_SetAlphaType(AT_ALWAYS);
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rend_SetAlphaValue(255);
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rend_SetFiltering(1);
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rend_SetLightingState(LS_NONE);
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rend_SetLighting(LS_NONE);
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rend_SetTextureType(TT_FLAT);
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rend_SetColorModel(CM_RGB);
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rend_SetZBufferState(1);
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@ -1461,16 +1460,13 @@ void rend_SetLighting(light_state state) {
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switch (state) {
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case LS_NONE:
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dglShadeModel(GL_SMOOTH);
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gpu_state.cur_light_state = LS_NONE;
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break;
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case LS_FLAT_GOURAUD:
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dglShadeModel(GL_SMOOTH);
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gpu_state.cur_light_state = LS_FLAT_GOURAUD;
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break;
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case LS_GOURAUD:
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case LS_PHONG:
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dglShadeModel(GL_SMOOTH);
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gpu_state.cur_light_state = LS_GOURAUD;
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break;
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default:
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@ -1739,42 +1735,6 @@ void rend_SetFogColor(ddgr_color color) {
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dglFogfv(GL_FOG_COLOR, fc);
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}
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// Sets the lighting state of opengl
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void rend_SetLightingState(light_state state) {
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if (state == gpu_state.cur_light_state)
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return; // No redundant state setting
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if (UseMultitexture && Last_texel_unit_set != 0) {
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#if (defined(_USE_OGL_ACTIVE_TEXTURES))
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dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
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Last_texel_unit_set = 0;
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#endif
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}
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OpenGL_sets_this_frame[4]++;
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switch (state) {
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case LS_NONE:
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dglShadeModel(GL_SMOOTH);
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gpu_state.cur_light_state = LS_NONE;
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break;
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case LS_FLAT_GOURAUD:
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dglShadeModel(GL_SMOOTH);
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gpu_state.cur_light_state = LS_FLAT_GOURAUD;
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break;
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case LS_GOURAUD:
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case LS_PHONG:
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dglShadeModel(GL_SMOOTH);
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gpu_state.cur_light_state = LS_GOURAUD;
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break;
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default:
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Int3();
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break;
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}
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CHECK_ERROR(13)
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}
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void rend_SetAlphaType(int8_t atype) {
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if (atype == gpu_state.cur_alpha_type)
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return; // don't set it redundantly
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@ -181,7 +181,6 @@ DYNAEXTERN(glPixelStorei);
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DYNAEXTERN(glPolygonOffset);
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DYNAEXTERN(glReadPixels);
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DYNAEXTERN(glScissor);
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DYNAEXTERN(glShadeModel);
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DYNAEXTERN(glTexCoord2f);
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DYNAEXTERN(glTexCoord4fv);
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DYNAEXTERN(glTexCoordPointer);
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