drop lightmap hack
parent
b4d410212f
commit
40783980c0
|
@ -374051,8 +374051,6 @@ float model_animate(model_t m, float curframe) {
|
|||
return model_animate_clip(m, curframe, 0, q->numframes-1, true);
|
||||
}
|
||||
|
||||
static bool model_lightmap_hook = 0; //@fixme: delete this
|
||||
|
||||
static
|
||||
void model_draw_call(model_t m, int shader) {
|
||||
if(!m.iqm) return;
|
||||
|
@ -374063,12 +374061,6 @@ void model_draw_call(model_t m, int shader) {
|
|||
|
||||
renderstate_apply(&m.rs);
|
||||
|
||||
//@fixme lightmap_bake state hook
|
||||
if (model_lightmap_hook) {
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
|
||||
glBindVertexArray( q->vao );
|
||||
|
||||
struct iqmtriangle *tris = NULL;
|
||||
|
@ -374258,8 +374250,6 @@ void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm
|
|||
ASSERT(lm->ready);
|
||||
// @fixme: use xatlas to UV pack all models, update their UV1 and upload them to GPU.
|
||||
|
||||
model_lightmap_hook=1;
|
||||
|
||||
int w = lm->w, h = lm->h;
|
||||
for (int i = 0; i < array_count(lm->models); i++) {
|
||||
model_t *m = lm->models[i];
|
||||
|
@ -374322,8 +374312,6 @@ void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm
|
|||
FREE(m->lmdata); m->lmdata = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
model_lightmap_hook = 0;
|
||||
}
|
||||
|
||||
#line 0
|
||||
|
|
|
@ -3976,8 +3976,6 @@ float model_animate(model_t m, float curframe) {
|
|||
return model_animate_clip(m, curframe, 0, q->numframes-1, true);
|
||||
}
|
||||
|
||||
static bool model_lightmap_hook = 0; //@fixme: delete this
|
||||
|
||||
static
|
||||
void model_draw_call(model_t m, int shader) {
|
||||
if(!m.iqm) return;
|
||||
|
@ -3988,12 +3986,6 @@ void model_draw_call(model_t m, int shader) {
|
|||
|
||||
renderstate_apply(&m.rs);
|
||||
|
||||
//@fixme lightmap_bake state hook
|
||||
if (model_lightmap_hook) {
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
|
||||
glBindVertexArray( q->vao );
|
||||
|
||||
struct iqmtriangle *tris = NULL;
|
||||
|
@ -4183,8 +4175,6 @@ void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm
|
|||
ASSERT(lm->ready);
|
||||
// @fixme: use xatlas to UV pack all models, update their UV1 and upload them to GPU.
|
||||
|
||||
model_lightmap_hook=1;
|
||||
|
||||
int w = lm->w, h = lm->h;
|
||||
for (int i = 0; i < array_count(lm->models); i++) {
|
||||
model_t *m = lm->models[i];
|
||||
|
@ -4247,7 +4237,5 @@ void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm
|
|||
FREE(m->lmdata); m->lmdata = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
model_lightmap_hook = 0;
|
||||
}
|
||||
|
||||
|
|
12
engine/v4k.c
12
engine/v4k.c
|
@ -21143,8 +21143,6 @@ float model_animate(model_t m, float curframe) {
|
|||
return model_animate_clip(m, curframe, 0, q->numframes-1, true);
|
||||
}
|
||||
|
||||
static bool model_lightmap_hook = 0; //@fixme: delete this
|
||||
|
||||
static
|
||||
void model_draw_call(model_t m, int shader) {
|
||||
if(!m.iqm) return;
|
||||
|
@ -21155,12 +21153,6 @@ void model_draw_call(model_t m, int shader) {
|
|||
|
||||
renderstate_apply(&m.rs);
|
||||
|
||||
//@fixme lightmap_bake state hook
|
||||
if (model_lightmap_hook) {
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
|
||||
glBindVertexArray( q->vao );
|
||||
|
||||
struct iqmtriangle *tris = NULL;
|
||||
|
@ -21350,8 +21342,6 @@ void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm
|
|||
ASSERT(lm->ready);
|
||||
// @fixme: use xatlas to UV pack all models, update their UV1 and upload them to GPU.
|
||||
|
||||
model_lightmap_hook=1;
|
||||
|
||||
int w = lm->w, h = lm->h;
|
||||
for (int i = 0; i < array_count(lm->models); i++) {
|
||||
model_t *m = lm->models[i];
|
||||
|
@ -21414,8 +21404,6 @@ void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm
|
|||
FREE(m->lmdata); m->lmdata = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
model_lightmap_hook = 0;
|
||||
}
|
||||
|
||||
#line 0
|
||||
|
|
Loading…
Reference in New Issue