[iortcw] 315/497: All: Rend2: Fix culling again

Simon McVittie smcv at debian.org
Fri Sep 8 10:37:14 UTC 2017


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smcv pushed a commit to annotated tag 1.42d
in repository iortcw.

commit 7c443a71770962338b25f40af18367b9ac0f9e1f
Author: MAN-AT-ARMS <M4N4T4RMS at gmail.com>
Date:   Sat Mar 14 06:50:31 2015 -0400

    All: Rend2: Fix culling again
---
 MP/code/rend2/tr_backend.c | 16 ++--------------
 MP/code/rend2/tr_shade.c   | 30 +++++++++++++++++++-----------
 SP/code/rend2/tr_backend.c | 16 ++--------------
 SP/code/rend2/tr_shade.c   | 30 +++++++++++++++++++-----------
 4 files changed, 42 insertions(+), 50 deletions(-)

diff --git a/MP/code/rend2/tr_backend.c b/MP/code/rend2/tr_backend.c
index c2899f0..9cea80f 100644
--- a/MP/code/rend2/tr_backend.c
+++ b/MP/code/rend2/tr_backend.c
@@ -133,24 +133,12 @@ void GL_Cull( int cullType ) {
 	} 
 	else 
 	{
-		qboolean cullFront;
+		qboolean cullFront = (cullType == CT_FRONT_SIDED);
 
 		if ( glState.faceCulling == CT_TWO_SIDED )
-		{
 			qglEnable( GL_CULL_FACE );
-		}
-
-		cullFront = (cullType == CT_FRONT_SIDED);
-		if ( backEnd.viewParms.isMirror )
-		{
-			cullFront = !cullFront;
-		}
-		if ( backEnd.currentEntity && backEnd.currentEntity->mirrored )
-		{
-			cullFront = !cullFront;
-		}
 
-		if (glState.faceCullFront != cullFront)
+		if ( glState.faceCullFront != cullFront )
 			qglCullFace( cullFront ? GL_FRONT : GL_BACK );
 
 		glState.faceCullFront = cullFront;
diff --git a/MP/code/rend2/tr_shade.c b/MP/code/rend2/tr_shade.c
index bd64b84..402538e 100644
--- a/MP/code/rend2/tr_shade.c
+++ b/MP/code/rend2/tr_shade.c
@@ -1634,20 +1634,28 @@ void RB_StageIteratorGeneric( void )
 	//
 	// set face culling appropriately
 	//
-	if ((backEnd.viewParms.flags & VPF_DEPTHSHADOW))
+	if (input->shader->cullType == CT_TWO_SIDED)
 	{
-		//GL_Cull( CT_TWO_SIDED );
-		
-		if (input->shader->cullType == CT_TWO_SIDED)
-			GL_Cull( CT_TWO_SIDED );
-		else if (input->shader->cullType == CT_FRONT_SIDED)
-			GL_Cull( CT_BACK_SIDED );
-		else
-			GL_Cull( CT_FRONT_SIDED );
-		
+		GL_Cull( CT_TWO_SIDED );
 	}
 	else
-		GL_Cull( input->shader->cullType );
+	{
+		qboolean cullFront = (input->shader->cullType == CT_FRONT_SIDED);
+
+		if ( backEnd.viewParms.flags & VPF_DEPTHSHADOW )
+			cullFront = !cullFront;
+
+		if ( backEnd.viewParms.isMirror )
+			cullFront = !cullFront;
+
+		if ( backEnd.currentEntity && backEnd.currentEntity->mirrored )
+			cullFront = !cullFront;
+
+		if (cullFront)
+			GL_Cull( CT_FRONT_SIDED );
+		else
+			GL_Cull( CT_BACK_SIDED );
+	}
 
 	// set polygon offset if necessary
 	if ( input->shader->polygonOffset )
diff --git a/SP/code/rend2/tr_backend.c b/SP/code/rend2/tr_backend.c
index 1d44c67..ef7f3e4 100644
--- a/SP/code/rend2/tr_backend.c
+++ b/SP/code/rend2/tr_backend.c
@@ -133,24 +133,12 @@ void GL_Cull( int cullType ) {
 	}
 	else
 	{
-		qboolean cullFront;
+		qboolean cullFront = (cullType == CT_FRONT_SIDED);
 
 		if ( glState.faceCulling == CT_TWO_SIDED )
-		{
 			qglEnable( GL_CULL_FACE );
-		}
-
-		cullFront = (cullType == CT_FRONT_SIDED);
-		if ( backEnd.viewParms.isMirror )
-		{
-			cullFront = !cullFront;
-		}
-		if ( backEnd.currentEntity && backEnd.currentEntity->mirrored )
-		{
-			cullFront = !cullFront;
-		}
 
-		if (glState.faceCullFront != cullFront)
+		if ( glState.faceCullFront != cullFront )
 			qglCullFace( cullFront ? GL_FRONT : GL_BACK );
 
 		glState.faceCullFront = cullFront;
diff --git a/SP/code/rend2/tr_shade.c b/SP/code/rend2/tr_shade.c
index cd4cafb..cd847ef 100644
--- a/SP/code/rend2/tr_shade.c
+++ b/SP/code/rend2/tr_shade.c
@@ -1635,20 +1635,28 @@ void RB_StageIteratorGeneric( void )
 	//
 	// set face culling appropriately
 	//
-	if ((backEnd.viewParms.flags & VPF_DEPTHSHADOW))
+	if (input->shader->cullType == CT_TWO_SIDED)
 	{
-		//GL_Cull( CT_TWO_SIDED );
-		
-		if (input->shader->cullType == CT_TWO_SIDED)
-			GL_Cull( CT_TWO_SIDED );
-		else if (input->shader->cullType == CT_FRONT_SIDED)
-			GL_Cull( CT_BACK_SIDED );
-		else
-			GL_Cull( CT_FRONT_SIDED );
-		
+		GL_Cull( CT_TWO_SIDED );
 	}
 	else
-		GL_Cull( input->shader->cullType );
+	{
+		qboolean cullFront = (input->shader->cullType == CT_FRONT_SIDED);
+
+		if ( backEnd.viewParms.flags & VPF_DEPTHSHADOW )
+			cullFront = !cullFront;
+
+		if ( backEnd.viewParms.isMirror )
+			cullFront = !cullFront;
+
+		if ( backEnd.currentEntity && backEnd.currentEntity->mirrored )
+			cullFront = !cullFront;
+
+		if (cullFront)
+			GL_Cull( CT_FRONT_SIDED );
+		else
+			GL_Cull( CT_BACK_SIDED );
+	}
 
 	// set polygon offset if necessary
 	if ( input->shader->polygonOffset )

-- 
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