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https://github.com/YGGverse/xash3d-fwgs.git
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ref: gl: connect ripply water to others parts of renderer (init, reset, animation and rendering)
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@ -342,6 +342,8 @@ void R_SetTextureParameters( void )
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// change all the existing mipmapped texture objects
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for( i = 0; i < gl_numTextures; i++ )
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GL_UpdateTextureParams( i );
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R_UpdateRippleTexParams();
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}
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/*
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@ -2317,6 +2319,7 @@ void R_InitImages( void )
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// validate cvars
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R_SetTextureParameters();
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GL_CreateInternalTextures();
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R_InitRipples();
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gEngfuncs.Cmd_AddCommand( "texturelist", R_TextureList_f, "display loaded textures list" );
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}
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@ -969,6 +969,8 @@ void R_RenderScene( void )
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R_MarkLeaves();
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R_DrawFog ();
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if( RI.drawWorld )
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R_AnimateRipples();
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R_CheckGLFog();
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R_DrawWorld();
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@ -150,6 +150,7 @@ void R_NewMap( void )
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GL_BuildLightmaps ();
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R_GenerateVBO();
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R_ResetRipples();
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if( gEngfuncs.drawFuncs->R_NewMap != NULL )
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gEngfuncs.drawFuncs->R_NewMap();
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@ -204,7 +204,7 @@ void GL_SetupFogColorForSurfaces( void )
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vec3_t fogColor;
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float factor, div;
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if( !glState.isFogEnabled)
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if( !glState.isFogEnabled )
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return;
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if( RI.currententity && RI.currententity->curstate.rendermode == kRenderTransTexture )
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@ -1135,14 +1135,15 @@ void R_RenderBrushPoly( msurface_t *fa, int cull_type )
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t = R_TextureAnimation( fa );
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GL_Bind( XASH_TEXTURE0, t->gl_texturenum );
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if( FBitSet( fa->flags, SURF_DRAWTURB ))
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{
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R_UploadRipples( t );
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// warp texture, no lightmaps
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EmitWaterPolys( fa, (cull_type == CULL_BACKSIDE));
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return;
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}
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else GL_Bind( XASH_TEXTURE0, t->gl_texturenum );
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if( t->fb_texturenum )
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{
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@ -1411,7 +1412,7 @@ void R_DrawWaterSurfaces( void )
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continue;
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// set modulate mode explicitly
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GL_Bind( XASH_TEXTURE0, t->gl_texturenum );
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R_UploadRipples( t );
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for( ; s; s = s->texturechain )
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EmitWaterPolys( s, false );
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