Difference for arch/ogl/ogl.c from version 1.9 to 1.10


version 1.9 version 1.10
Line 30
 
Line 30
 int last_width=-1,last_height=-1;  int last_width=-1,last_height=-1;
 int GL_TEXTURE_2D_enabled=-1;  int GL_TEXTURE_2D_enabled=-1;
 int GL_texclamp_enabled=-1;  int GL_texclamp_enabled=-1;
 int GL_TEXTURE_ENV_MODE_state=-1,GL_TEXTURE_MAG_FILTER_state=-1,GL_TEXTURE_MIN_FILTER_state=-1;  
   
 //crude texture precaching  //crude texture precaching
 //handles: powerups, walls, weapons, polymodels, etc.  //handles: powerups, walls, weapons, polymodels, etc.
Line 378
 
Line 377
 // glPushMatrix();  // glPushMatrix();
    
 // glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);  // glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  OGL_TEXENV(GL_TEXTURE_ENV_MODE,GL_MODULATE);  // OGL_TEXENV(GL_TEXTURE_ENV_MODE,GL_MODULATE);
  //TODO: make texturing mode an (ingame?) option  
 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);  // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);  // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
  OGL_TEXPARAM(GL_TEXTURE_MAG_FILTER,GL_texmagfilt);  // OGL_TEXPARAM(GL_TEXTURE_MAG_FILTER,GL_texmagfilt);
  OGL_TEXPARAM(GL_TEXTURE_MIN_FILTER,GL_texminfilt);  // OGL_TEXPARAM(GL_TEXTURE_MIN_FILTER,GL_texminfilt);
   // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
   // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 }  }
 void ogl_end_frame(void){  void ogl_end_frame(void){
   
Line 457
 
Line 457
   
  glBindTexture(GL_TEXTURE_2D, *texid);   glBindTexture(GL_TEXTURE_2D, *texid);
   
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
 // domipmap=0;//mipmaps aren't used in GL_NEAREST anyway, and making the mipmaps is pretty slow  // domipmap=0;//mipmaps aren't used in GL_NEAREST anyway, and making the mipmaps is pretty slow
  //however, if texturing mode becomes an ingame option, they would need to be made regardless, so it could switch to them later.  OTOH, texturing mode could just be made a command line arg.   //however, if texturing mode becomes an ingame option, they would need to be made regardless, so it could switch to them later.  OTOH, texturing mode could just be made a command line arg.
   

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line(s) removed in v.1.9 
line(s) changed
 line(s) added in v.1.10