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smcv pushed a commit to annotated tag 1.42d
in repository iortcw.

commit 840c7d48d26a6dadc96f343689a57fc803409add
Author: m4n4t4...@gmail.com 
<m4n4t4...@gmail.com@e65d2741-a53d-b2dc-ae96-bb75fa5e4c4a>
Date:   Mon Nov 17 20:12:59 2014 +0000

    All: Don't set fog image border color
---
 MP/code/rend2/tr_image.c    | 11 -----------
 MP/code/renderer/tr_image.c | 14 --------------
 SP/code/rend2/tr_image.c    | 11 -----------
 SP/code/renderer/tr_image.c | 14 --------------
 4 files changed, 50 deletions(-)

diff --git a/MP/code/rend2/tr_image.c b/MP/code/rend2/tr_image.c
index 539266b..0e25483 100644
--- a/MP/code/rend2/tr_image.c
+++ b/MP/code/rend2/tr_image.c
@@ -2815,7 +2815,6 @@ static void R_CreateFogImage( void ) {
        int x,y;
        byte    *data;
        float d;
-       float borderColor[4];
 
        data = ri.Hunk_AllocateTempMemory( FOG_S * FOG_T * 4 );
 
@@ -2830,18 +2829,8 @@ static void R_CreateFogImage( void ) {
                        data[( y * FOG_S + x ) * 4 + 3] = 255 * d;
                }
        }
-       // standard openGL clamping doesn't really do what we want -- it 
includes
-       // the border color at the edges.  OpenGL 1.2 has clamp-to-edge, which 
does
-       // what we want.
        tr.fogImage = R_CreateImage("*fog", (byte *)data, FOG_S, FOG_T, 
IMGTYPE_COLORALPHA, IMGFLAG_CLAMPTOEDGE, 0 );
        ri.Hunk_FreeTempMemory( data );
-
-       borderColor[0] = 1.0;
-       borderColor[1] = 1.0;
-       borderColor[2] = 1.0;
-       borderColor[3] = 1;
-
-       qglTexParameterfv( GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor 
);
 }
 
 /*
diff --git a/MP/code/renderer/tr_image.c b/MP/code/renderer/tr_image.c
index 0852123..8eb677b 100644
--- a/MP/code/renderer/tr_image.c
+++ b/MP/code/renderer/tr_image.c
@@ -1038,7 +1038,6 @@ image_t *R_CreateImage( const char *name, byte *pic, int 
width, int height,
        qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, glWrapClampMode );
        qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, glWrapClampMode );
 
-       // FIXME: this stops fog from setting border color?
        glState.currenttextures[glState.currenttmu] = 0;
        qglBindTexture( GL_TEXTURE_2D, 0 );
 
@@ -1310,7 +1309,6 @@ static void R_CreateFogImage( void ) {
        int x,y;
        byte    *data;
        float d;
-       float borderColor[4];
 
        data = ri.Hunk_AllocateTempMemory( FOG_S * FOG_T * 4 );
 
@@ -1325,20 +1323,8 @@ static void R_CreateFogImage( void ) {
                        data[( y * FOG_S + x ) * 4 + 3] = 255 * d;
                }
        }
-       // standard openGL clamping doesn't really do what we want -- it 
includes
-       // the border color at the edges.  OpenGL 1.2 has clamp-to-edge, which 
does
-       // what we want.
        tr.fogImage = R_CreateImage("*fog", (byte *)data, FOG_S, FOG_T, 
IMGTYPE_COLORALPHA, IMGFLAG_CLAMPTOEDGE, 0 );
        ri.Hunk_FreeTempMemory( data );
-
-       borderColor[0] = 1.0;
-       borderColor[1] = 1.0;
-       borderColor[2] = 1.0;
-       borderColor[3] = 1;
-
-#ifndef VCMODS_OPENGLES
-       qglTexParameterfv( GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor 
);
-#endif
 }
 
 /*
diff --git a/SP/code/rend2/tr_image.c b/SP/code/rend2/tr_image.c
index ac82eec..f9c7788 100644
--- a/SP/code/rend2/tr_image.c
+++ b/SP/code/rend2/tr_image.c
@@ -2832,7 +2832,6 @@ static void R_CreateFogImage( void ) {
        int x,y;
        byte    *data;
        float d;
-       float borderColor[4];
 
        data = ri.Hunk_AllocateTempMemory( FOG_S * FOG_T * 4 );
 
@@ -2847,18 +2846,8 @@ static void R_CreateFogImage( void ) {
                        data[( y * FOG_S + x ) * 4 + 3] = 255 * d;
                }
        }
-       // standard openGL clamping doesn't really do what we want -- it 
includes
-       // the border color at the edges.  OpenGL 1.2 has clamp-to-edge, which 
does
-       // what we want.
        tr.fogImage = R_CreateImage( "*fog", (byte *)data, FOG_S, FOG_T, 
IMGTYPE_COLORALPHA, IMGFLAG_CLAMPTOEDGE, 0 );
        ri.Hunk_FreeTempMemory( data );
-
-       borderColor[0] = 1.0;
-       borderColor[1] = 1.0;
-       borderColor[2] = 1.0;
-       borderColor[3] = 1;
-
-       qglTexParameterfv( GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor 
);
 }
 
 /*
diff --git a/SP/code/renderer/tr_image.c b/SP/code/renderer/tr_image.c
index a107ace..e7ca321 100644
--- a/SP/code/renderer/tr_image.c
+++ b/SP/code/renderer/tr_image.c
@@ -1089,7 +1089,6 @@ image_t *R_CreateImageExt( const char *name, byte *pic, 
int width, int height, i
        qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, glWrapClampMode );
        qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, glWrapClampMode );
 
-       // FIXME: this stops fog from setting border color?
        glState.currenttextures[glState.currenttmu] = 0;
        qglBindTexture( GL_TEXTURE_2D, 0 );
 
@@ -1380,7 +1379,6 @@ static void R_CreateFogImage( void ) {
        int x,y;
        byte    *data;
        float d;
-       float borderColor[4];
 
        data = ri.Hunk_AllocateTempMemory( FOG_S * FOG_T * 4 );
 
@@ -1395,20 +1393,8 @@ static void R_CreateFogImage( void ) {
                        data[( y * FOG_S + x ) * 4 + 3] = 255 * d;
                }
        }
-       // standard openGL clamping doesn't really do what we want -- it 
includes
-       // the border color at the edges.  OpenGL 1.2 has clamp-to-edge, which 
does
-       // what we want.
        tr.fogImage = R_CreateImage( "*fog", (byte *)data, FOG_S, FOG_T, 
IMGTYPE_COLORALPHA, IMGFLAG_CLAMPTOEDGE, 0 );
        ri.Hunk_FreeTempMemory( data );
-
-       borderColor[0] = 1.0;
-       borderColor[1] = 1.0;
-       borderColor[2] = 1.0;
-       borderColor[3] = 1;
-
-#ifndef VCMODS_OPENGLES
-       qglTexParameterfv( GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor 
);
-#endif
 }
 
 /*

-- 
Alioth's /usr/local/bin/git-commit-notice on 
/srv/git.debian.org/git/pkg-games/iortcw.git

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