/*
void GL_SetupModelTransform (vec3_t origin, vec3_t angles, vec_t scale)
{
- glTranslatef (origin[0], origin[1], origin[2]);
+ qglTranslatef (origin[0], origin[1], origin[2]);
if (scale != 1)
- glScalef (scale, scale, scale);
+ qglScalef (scale, scale, scale);
if (angles[1])
- glRotatef (angles[1], 0, 0, 1);
+ qglRotatef (angles[1], 0, 0, 1);
if (angles[0])
- glRotatef (-angles[0], 0, 1, 0);
+ qglRotatef (-angles[0], 0, 1, 0);
if (angles[2])
- glRotatef (angles[2], 1, 0, 0);
+ qglRotatef (angles[2], 1, 0, 0);
}
*/
return;
if (clipwidth > 256 || clipheight > 256)
return;
- glBlendFunc(GL_ONE, GL_ONE);
- glBindTexture(GL_TEXTURE_2D, 8000);
+ qglBlendFunc(GL_ONE, GL_ONE);
+ qglBindTexture(GL_TEXTURE_2D, 8000);
if (firstupload)
{
memset(clipbuffertex, 0, sizeof(clipbuffertex));
- glTexImage2D(GL_TEXTURE_2D, 0, 1, 256, 256, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, clipbuffertex);
+ qglTexImage2D(GL_TEXTURE_2D, 0, 1, 256, 256, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, clipbuffertex);
}
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (lighthalf)
- glColor4ub(0.5, 0.5, 0.5);
+ qglColor4ub(128, 128, 128, 255);
else
- glColor4ub(1, 1, 1);
+ qglColor4ub(255, 255, 255, 255);
firstupload = false;
b = clipbuffertex;
for (i = 0;i < clipwidth*clipheight;i++)
else
*b++ = 0;
}
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, clipwidth, clipheight, GL_LUMINANCE, GL_UNSIGNED_BYTE, clipbuffertex);
- glBegin (GL_QUADS);
- glTexCoord2f (0 , 0 );glVertex2f (0 , 0 );
- glTexCoord2f (clipwidth / 256.0f, 0 );glVertex2f (vid.conwidth, 0 );
- glTexCoord2f (clipwidth / 256.0f, clipheight / 256.0f);glVertex2f (vid.conwidth, vid.conheight);
- glTexCoord2f (0 , clipheight / 256.0f);glVertex2f (0 , vid.conheight);
- glEnd ();
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, clipwidth, clipheight, GL_LUMINANCE, GL_UNSIGNED_BYTE, clipbuffertex);
+ qglBegin (GL_QUADS);
+ qglTexCoord2f (0 , 0 );qglVertex2f (0 , 0 );
+ qglTexCoord2f (clipwidth / 256.0f, 0 );qglVertex2f (vid.conwidth, 0 );
+ qglTexCoord2f (clipwidth / 256.0f, clipheight / 256.0f);qglVertex2f (vid.conwidth, vid.conheight);
+ qglTexCoord2f (0 , clipheight / 256.0f);qglVertex2f (0 , vid.conheight);
+ qglEnd ();
+ qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+// qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+// qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#endif
*/
}