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https://github.com/YGGverse/xash3d-fwgs.git
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ref_soft: Fix windows build
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513381a322
commit
3d8fe065b5
@ -708,7 +708,7 @@ ref_interface_t gReffuncs =
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VGUI_GenerateTexture,
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VGUI_GenerateTexture,
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};
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};
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int GAME_EXPORT GetRefAPI( int version, ref_interface_t *funcs, ref_api_t *engfuncs, ref_globals_t *globals )
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int EXPORT GAME_EXPORT GetRefAPI( int version, ref_interface_t *funcs, ref_api_t *engfuncs, ref_globals_t *globals )
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{
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{
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if( version != REF_API_VERSION )
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if( version != REF_API_VERSION )
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return 0;
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return 0;
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@ -493,6 +493,7 @@ static qboolean GL_UploadTexture( image_t *tex, rgbdata_t *pic )
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uint offset = 0;
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uint offset = 0;
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qboolean normalMap;
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qboolean normalMap;
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const byte *bufend;
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const byte *bufend;
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int mipCount;
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tex->fogParams[0] = pic->fogParams[0];
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tex->fogParams[0] = pic->fogParams[0];
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tex->fogParams[1] = pic->fogParams[1];
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tex->fogParams[1] = pic->fogParams[1];
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@ -511,7 +512,7 @@ static qboolean GL_UploadTexture( image_t *tex, rgbdata_t *pic )
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buf = pic->buffer;
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buf = pic->buffer;
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int mipCount = 4;//GL_CalcMipmapCount( tex, ( buf != NULL ));
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mipCount = 4;//GL_CalcMipmapCount( tex, ( buf != NULL ));
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// NOTE: only single uncompressed textures can be resamples, no mips, no layers, no sides
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// NOTE: only single uncompressed textures can be resamples, no mips, no layers, no sides
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if(( tex->depth == 1 ) && ( pic->width != tex->width ) || ( pic->height != tex->height ))
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if(( tex->depth == 1 ) && ( pic->width != tex->width ) || ( pic->height != tex->height ))
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@ -524,6 +525,7 @@ static qboolean GL_UploadTexture( image_t *tex, rgbdata_t *pic )
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// mips will be auto-generated if desired
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// mips will be auto-generated if desired
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for( j = 0; j < mipCount; j++ )
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for( j = 0; j < mipCount; j++ )
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{
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{
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int x, y;
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width = Q_max( 1, ( tex->width >> j ));
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width = Q_max( 1, ( tex->width >> j ));
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height = Q_max( 1, ( tex->height >> j ));
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height = Q_max( 1, ( tex->height >> j ));
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texsize = GL_CalcTextureSize( width, height, tex->depth );
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texsize = GL_CalcTextureSize( width, height, tex->depth );
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@ -532,7 +534,7 @@ static qboolean GL_UploadTexture( image_t *tex, rgbdata_t *pic )
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tex->pixels[j] = Mem_Calloc( r_temppool, width * height * sizeof(pixel_t) + 64 );
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tex->pixels[j] = Mem_Calloc( r_temppool, width * height * sizeof(pixel_t) + 64 );
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if( j == 0 && tex->flags & TF_HAS_ALPHA )
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if( j == 0 && tex->flags & TF_HAS_ALPHA )
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tex->alpha_pixels = Mem_Calloc( r_temppool, width * height * sizeof(pixel_t) + 64 );
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tex->alpha_pixels = Mem_Calloc( r_temppool, width * height * sizeof(pixel_t) + 64 );
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int x, y;
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for(i = 0; i < height * width; i++ )
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for(i = 0; i < height * width; i++ )
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{
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{
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@ -134,6 +134,7 @@ void _TriColor4f( float rr, float gg, float bb, float aa )
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{
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{
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//pglColor4f( r, g, b, a );
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//pglColor4f( r, g, b, a );
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unsigned short r,g,b;
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unsigned short r,g,b;
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unsigned int major, minor;
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vid.alpha = aa * 7;
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vid.alpha = aa * 7;
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@ -150,10 +151,10 @@ void _TriColor4f( float rr, float gg, float bb, float aa )
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r = rr * 31, g = gg * 63, b = bb * 31;
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r = rr * 31, g = gg * 63, b = bb * 31;
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unsigned int major = (((r >> 2) & MASK(3)) << 5) |( (( (g >> 3) & MASK(3)) << 2 ) )| (((b >> 3) & MASK(2)));
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major = (((r >> 2) & MASK(3)) << 5) |( (( (g >> 3) & MASK(3)) << 2 ) )| (((b >> 3) & MASK(2)));
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// save minor GBRGBRGB
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// save minor GBRGBRGB
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unsigned int minor = MOVE_BIT(r,1,5) | MOVE_BIT(r,0,2) | MOVE_BIT(g,2,7) | MOVE_BIT(g,1,4) | MOVE_BIT(g,0,1) | MOVE_BIT(b,2,6)| MOVE_BIT(b,1,3)|MOVE_BIT(b,0,0);
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minor = MOVE_BIT(r,1,5) | MOVE_BIT(r,0,2) | MOVE_BIT(g,2,7) | MOVE_BIT(g,1,4) | MOVE_BIT(g,0,1) | MOVE_BIT(b,2,6)| MOVE_BIT(b,1,3)|MOVE_BIT(b,0,0);
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vid.color = major << 8 | (minor & 0xFF);
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vid.color = major << 8 | (minor & 0xFF);
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}
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}
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