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ref_gl: use GoldSrc particle texture
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@ -22,6 +22,19 @@ static gl_texture_t gl_textures[MAX_TEXTURES];
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static gl_texture_t* gl_texturesHashTable[TEXTURES_HASH_SIZE];
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static gl_texture_t* gl_texturesHashTable[TEXTURES_HASH_SIZE];
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static uint gl_numTextures;
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static uint gl_numTextures;
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static byte dottexture[8][8] =
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{
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{0,1,1,0,0,0,0,0},
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{1,1,1,1,0,0,0,0},
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{1,1,1,1,0,0,0,0},
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{0,1,1,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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};
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#define IsLightMap( tex ) ( FBitSet(( tex )->flags, TF_ATLAS_PAGE ))
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#define IsLightMap( tex ) ( FBitSet(( tex )->flags, TF_ATLAS_PAGE ))
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/*
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/*
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=================
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=================
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@ -1986,18 +1999,15 @@ static void GL_CreateInternalTextures( void )
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tr.defaultTexture = GL_LoadTextureInternal( REF_DEFAULT_TEXTURE, pic, TF_COLORMAP );
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tr.defaultTexture = GL_LoadTextureInternal( REF_DEFAULT_TEXTURE, pic, TF_COLORMAP );
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// particle texture from quake1
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// particle texture from quake1
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pic = GL_FakeImage( 16, 16, 1, IMAGE_HAS_COLOR|IMAGE_HAS_ALPHA );
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pic = GL_FakeImage( 8, 8, 1, IMAGE_HAS_COLOR|IMAGE_HAS_ALPHA );
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for( x = 0; x < 16; x++ )
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for( x = 0; x < 8; x++ )
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{
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{
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dx2 = x - 8;
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for( y = 0; y < 8; y++ )
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dx2 = dx2 * dx2;
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for( y = 0; y < 16; y++ )
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{
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{
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dy = y - 8;
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if( dottexture[x][y] )
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d = 255 - 35 * sqrt( dx2 + dy * dy );
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pic->buffer[( y * 8 + x ) * 4 + 3] = 255;
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pic->buffer[( y * 16 + x ) * 4 + 3] = bound( 0, d, 255 );
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else pic->buffer[( y * 8 + x ) * 4 + 3] = 0;
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}
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}
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}
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}
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