blend = 0;
glDisable(GL_BLEND);
CHECKGLERROR
- depthmask = 1;
- glDepthMask(depthmask);
+ depthmask = true;
+ glDepthMask((GLuint) depthmask);
CHECKGLERROR
CHECKGLERROR
{
for (i = 0;i < backendunits;i++)
{
- glActiveTextureARB(GL_TEXTURE0_ARB + (unit = i));
+ qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
CHECKGLERROR
glBindTexture(GL_TEXTURE_2D, (texture[i] = 0));
CHECKGLERROR
CHECKGLERROR
}
- glClientActiveTextureARB(GL_TEXTURE0_ARB + (clientunit = i));
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
CHECKGLERROR
glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);
CHECKGLERROR
{
if (unit != i)
{
- glActiveTextureARB(GL_TEXTURE0_ARB + (unit = i));
+ qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
CHECKGLERROR
}
if (texture[i] == 0)
// compiled_vertex_array
if (clientunit != i)
{
- glClientActiveTextureARB(GL_TEXTURE0_ARB + (clientunit = i));
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
CHECKGLERROR
}
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// compiled_vertex_array
if (clientunit != i)
{
- glClientActiveTextureARB(GL_TEXTURE0_ARB + (clientunit = i));
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
CHECKGLERROR
}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
{
if (unit != i)
{
- glActiveTextureARB(GL_TEXTURE0_ARB + (unit = i));
+ qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
CHECKGLERROR
}
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (texturergbscale[i] = mesh->texturergbscale[i]));
}
// if (unit != topunit)
// {
-// glActiveTextureARB(GL_TEXTURE0_ARB + (unit = topunit));
+// qglActiveTexture(GL_TEXTURE0_ARB + (unit = topunit));
//CHECKGLERROR
// }
}
if (depthmask != mesh->depthmask)
{
depthmask = mesh->depthmask;
- glDepthMask(depthmask);
+ glDepthMask((GLuint) depthmask);
CHECKGLERROR
}
{
for (i = backendunits - 1;i >= 0;i--)
{
- glActiveTextureARB(GL_TEXTURE0_ARB + (unit = i));
+ qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
CHECKGLERROR
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
CHECKGLERROR
glBindTexture(GL_TEXTURE_2D, 0);
CHECKGLERROR
- glClientActiveTextureARB(GL_TEXTURE0_ARB + (clientunit = i));
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
CHECKGLERROR
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
CHECKGLERROR
glDisable(GL_BLEND);
CHECKGLERROR
- glDepthMask(1);
+ glDepthMask(true);
CHECKGLERROR
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
CHECKGLERROR
// LordHavoc: increased from 512 to 2048
#define MAX_MOD_KNOWN 2048
-model_t mod_known[MAX_MOD_KNOWN];
+static model_t mod_known[MAX_MOD_KNOWN];
-void mod_start()
+static void mod_start(void)
{
int i;
for (i = 0;i < MAX_MOD_KNOWN;i++)
Mod_UnloadModel(&mod_known[i]);
}
-void mod_shutdown()
+static void mod_shutdown(void)
{
int i;
for (i = 0;i < MAX_MOD_KNOWN;i++)
Mod_UnloadModel(&mod_known[i]);
}
-void mod_newmap()
+static void mod_newmap(void)
{
}