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281
code/renderergl2/tr_util.cpp
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281
code/renderergl2/tr_util.cpp
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_util.c -- renderer utility
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#include "tr_local.h"
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static vec4_t cntColor;
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static float cntSt[ 2 ];
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/*
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===============
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RB_StreamBegin
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===============
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*/
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void RB_StreamBegin( shader_t *shader ) {
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RB_BeginSurface( shader, 0, 0 );
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}
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/*
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===============
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RB_StreamEnd
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===============
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*/
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void RB_StreamEnd( void ) {
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int i;
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if( tess.numVertexes <= 2 ) {
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RB_EndSurface();
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return;
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}
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tess.indexes[ 0 ] = 0;
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tess.indexes[ 1 ] = 1;
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tess.indexes[ 2 ] = 2;
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for( i = 0; i < tess.numVertexes - 2; i++ ) {
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tess.indexes[ i * 3 + 0 ] = ( i & 1 ) + i;
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tess.indexes[ i * 3 + 1 ] = i - ( ( i & 1 ) - 1 );
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tess.indexes[ i * 3 + 2 ] = i + 2;
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tess.numIndexes += 3;
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}
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RB_EndSurface();
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}
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/*
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===============
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RB_StreamBeginDrawSurf
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===============
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*/
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void RB_StreamBeginDrawSurf( void ) {
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backEnd.dsStreamVert = tess.numVertexes;
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}
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/*
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===============
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RB_StreamEndDrawSurf
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===============
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*/
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void RB_StreamEndDrawSurf( void ) {
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int numverts;
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int i;
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if( tess.numVertexes - backEnd.dsStreamVert <= 2 ) {
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tess.numVertexes = backEnd.dsStreamVert;
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return;
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}
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numverts = tess.numVertexes - backEnd.dsStreamVert - 2;
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for( i = 0; i < numverts; i++ ) {
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tess.indexes[ i + tess.numIndexes ] = ( i & 1 ) + i + backEnd.dsStreamVert;
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tess.indexes[ i + tess.numIndexes + 1 ] = i + backEnd.dsStreamVert - ( ( i & 1 ) - 1 );
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tess.indexes[ i + tess.numIndexes + 2 ] = i + backEnd.dsStreamVert + 2;
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tess.numIndexes += 3;
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}
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}
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/*
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===============
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addTriangle
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===============
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*/
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static void addTriangle( void ) {
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tess.texCoords[ tess.numVertexes ][ 0 ][ 0 ] = cntSt[ 0 ];
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tess.texCoords[ tess.numVertexes ][ 0 ][ 1 ] = cntSt[ 1 ];
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tess.vertexColors[ tess.numVertexes ][ 0 ] = cntColor[ 0 ];
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tess.vertexColors[ tess.numVertexes ][ 1 ] = cntColor[ 1 ];
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tess.vertexColors[ tess.numVertexes ][ 2 ] = cntColor[ 2 ];
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tess.vertexColors[ tess.numVertexes ][ 3 ] = cntColor[ 3 ];
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tess.vertexColorValid = qtrue;
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tess.numVertexes++;
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}
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/*
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===============
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RB_Vertex3fv
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===============
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*/
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void RB_Vertex3fv( vec3_t v ) {
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VectorCopy( v, tess.xyz[ tess.numVertexes ] );
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addTriangle();
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}
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/*
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===============
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RB_Vertex3f
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===============
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*/
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void RB_Vertex3f( vec_t x, vec_t y, vec_t z ) {
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tess.xyz[ tess.numVertexes ][ 0 ] = x;
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tess.xyz[ tess.numVertexes ][ 1 ] = y;
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tess.xyz[ tess.numVertexes ][ 2 ] = z;
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addTriangle();
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}
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/*
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===============
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RB_Vertex2f
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===============
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*/
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void RB_Vertex2f( vec_t x, vec_t y ) {
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RB_Vertex3f( x, y, 0 );
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}
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/*
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===============
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RB_Color4f
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===============
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*/
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void RB_Color4f( vec_t r, vec_t g, vec_t b, vec_t a ) {
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cntColor[ 0 ] = r;
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cntColor[ 1 ] = g;
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cntColor[ 2 ] = b;
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cntColor[ 3 ] = a;
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}
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/*
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===============
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RB_Color3f
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===============
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*/
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void RB_Color3f( vec_t r, vec_t g, vec_t b ) {
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RB_Color4f( r, g, b, 1.0 );
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}
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/*
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===============
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RB_Color3fv
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===============
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*/
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void RB_Color3fv( vec3_t col ) {
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RB_Color3f( col[ 0 ], col[ 1 ], col[ 2 ] );
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}
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/*
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===============
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RB_Color4bv
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===============
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*/
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void RB_Color4bv( unsigned char *colors ) {
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cntColor[ 0 ] = colors[ 0 ] * 255.0;
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cntColor[ 1 ] = colors[ 1 ] * 255.0;
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cntColor[ 2 ] = colors[ 2 ] * 255.0;
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cntColor[ 3 ] = colors[ 3 ] * 255.0;
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}
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/*
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===============
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RB_Texcoord2f
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===============
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*/
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void RB_Texcoord2f( float s, float t ) {
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cntSt[ 0 ] = s;
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cntSt[ 1 ] = t;
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}
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/*
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===============
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RB_Texcoord2fv
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===============
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*/
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void RB_Texcoord2fv( vec2_t st ) {
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cntSt[ 0 ] = st[ 0 ];
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cntSt[ 1 ] = st[ 1 ];
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}
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static int Numbers[ 12 ][ 8 ];
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static float Lines[ 13 ][ 4 ];
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/*
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===============
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R_DrawDebugNumber
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===============
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*/
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void R_DrawDebugNumber( const vec3_t org, float number, float scale, float r, float g, float b, int precision ) {
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// FIXME: unimplemented
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}
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/*
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===============
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R_DebugRotatedBBox
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===============
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*/
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void R_DebugRotatedBBox( const vec3_t org, vec3_t ang, vec3_t mins, vec3_t maxs, float r, float g, float b, float alpha ) {
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}
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/*
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===============
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RB_Prepare2D
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===============
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*/
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void RB_Prepare2D( void ) {
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if( glRefConfig.framebufferObject )
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{
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if( !tr.renderFbo || backEnd.framePostProcessed )
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{
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FBO_Bind( NULL );
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}
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else
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{
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FBO_Bind( tr.renderFbo );
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}
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}
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RB_SetGL2D();
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}
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/*
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===============
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RE_GetShaderWidth
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===============
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*/
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int RE_GetShaderWidth( qhandle_t hShader ) {
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shader_t *shader;
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if( hShader ) {
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shader = R_GetShaderByHandle( hShader );
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} else {
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shader = tr.defaultShader;
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}
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return shader->stages[ 0 ]->bundle[ 0 ].image[ 0 ]->uploadWidth;
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}
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/*
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===============
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RE_GetShaderHeight
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===============
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*/
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int RE_GetShaderHeight( qhandle_t hShader ) {
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shader_t *shader;
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if( hShader ) {
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shader = R_GetShaderByHandle( hShader );
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}
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else {
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shader = tr.defaultShader;
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}
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return shader->stages[ 0 ]->bundle[ 0 ].image[ 0 ]->uploadHeight;
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}
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