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https://github.com/FWGS/xash3d-fwgs.git
synced 2026-08-05 03:24:56 +08:00
ref: gl: cleanup unused variables
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@@ -769,7 +769,6 @@ void GL2_ShimEndFrame( void )
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static void APIENTRY GL2_Begin( GLenum prim )
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{
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int i;
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if( gl2wrap.begin + MAX_BEGINEND_VERTS > GL2_MAX_VERTS )
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GL2_ResetPersistentBuffer();
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@@ -978,7 +977,6 @@ leave_label:
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static void APIENTRY GL2_End( void )
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{
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int i;
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#ifdef QUAD_BATCH
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if( gl2wrap.prim == GL_QUADS )
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{
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@@ -704,7 +704,6 @@ static void GL_DrawAliasShadow( aliashdr_t *paliashdr )
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float vec_x, vec_y;
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vec3_t av, point;
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int *order;
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float height;
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int count;
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if( FBitSet( RI.currententity->curstate.effects, EF_NOSHADOW ))
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@@ -713,7 +712,6 @@ static void GL_DrawAliasShadow( aliashdr_t *paliashdr )
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if( glState.stencilEnabled )
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pglEnable( GL_STENCIL_TEST );
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height = g_alias.lightspot[2] + 1.0f;
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vec_x = -g_alias.lightvec[0] * 8.0f;
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vec_y = -g_alias.lightvec[1] * 8.0f;
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@@ -688,7 +688,7 @@ box filter 3x3
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static void GL_BoxFilter3x3( byte *out, const byte *in, int w, int h, int x, int y )
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{
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int r = 0, g = 0, b = 0, a = 0;
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int count = 0, acount = 0;
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int acount = 0;
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int i, j, u, v;
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const byte *pixel;
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@@ -982,7 +982,6 @@ static qboolean GL_UploadTexture( gl_texture_t *tex, rgbdata_t *pic )
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size_t texsize, size;
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uint width, height, depth;
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uint i, j, numSides;
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uint offset = 0;
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qboolean normalMap;
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qboolean texture3d;
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const byte *bufend;
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@@ -1028,7 +1027,6 @@ static qboolean GL_UploadTexture( gl_texture_t *tex, rgbdata_t *pic )
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buf = pic->buffer;
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bufend = pic->buffer + pic->size; // total image size include all the layers, cube sides, mipmaps
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offset = gEngfuncs.Image_CalcImageSize( pic->type, pic->width, pic->height, pic->depth );
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texsize = GL_CalcTextureSize( tex->format, tex->width, tex->height, tex->depth );
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normalMap = FBitSet( tex->flags, TF_NORMALMAP ) ? true : false;
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numSides = FBitSet( pic->flags, IMAGE_CUBEMAP ) ? 6 : 1;
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@@ -1458,7 +1456,6 @@ int GL_LoadTextureArray( const char **names, int flags )
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rgbdata_t *pic, *src;
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char basename[256];
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uint numLayers = 0;
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uint picFlags = 0;
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char name[256];
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gl_texture_t *tex;
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size_t len = 0;
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@@ -209,14 +209,12 @@ static void SubdividePolygon_r( model_t *loadmodel, msurface_t *warpface, int nu
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float dist[SUBDIVIDE_SIZE];
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float m, frac, *v;
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int i, j, k, f, b;
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float sample_size;
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vec3_t mins, maxs;
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glpoly2_t *poly;
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if( numverts > ( SUBDIVIDE_SIZE - 4 ))
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gEngfuncs.Host_Error( "%s: too many vertexes on face ( %i )\n", __func__, numverts );
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sample_size = gEngfuncs.Mod_SampleSizeForFace( warpface );
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BoundPoly( numverts, verts, mins, maxs );
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for( i = 0; i < 3; i++ )
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@@ -1265,7 +1265,7 @@ static void R_StudioEntityLight( alight_t *lightinfo )
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float minstrength, dist2, f, r2;
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float lstrength[MAX_LOCALLIGHTS];
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cl_entity_t *ent = RI.currententity;
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vec3_t mid, origin, pos;
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vec3_t mid, origin;
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g_studio.numlocallights = 0;
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@@ -1294,7 +1294,6 @@ static void R_StudioEntityLight( alight_t *lightinfo )
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else VectorCopy( ent->origin, el->origin );
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}
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VectorCopy( el->origin, pos );
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VectorSubtract( origin, el->origin, mid );
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f = DotProduct( mid, mid );
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@@ -1810,9 +1809,7 @@ generic path
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*/
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static void R_StudioBuildArrayNormalMesh( short *ptricmds, vec3_t *pstudionorms, float s, float t )
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{
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float *lv;
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int i;
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float alpha = tr.blend;
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while(( i = *( ptricmds++ )))
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{
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@@ -1829,7 +1826,6 @@ static void R_StudioBuildArrayNormalMesh( short *ptricmds, vec3_t *pstudionorms,
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{
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GLubyte *cl;
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cl = g_studio.arraycolor[g_studio.numverts];
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lv = (float *)g_studio.lightvalues[ptricmds[1]];
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vertexState = R_StudioBuildIndices( tri_strip, vertexState );
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@@ -1853,9 +1849,7 @@ generic path
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*/
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static void R_StudioBuildArrayFloatMesh( short *ptricmds, vec3_t *pstudionorms )
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{
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float *lv;
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int i;
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float alpha = tr.blend;
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while(( i = *( ptricmds++ )))
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{
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@@ -1872,7 +1866,6 @@ static void R_StudioBuildArrayFloatMesh( short *ptricmds, vec3_t *pstudionorms )
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{
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GLubyte *cl;
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cl = g_studio.arraycolor[g_studio.numverts];
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lv = (float *)g_studio.lightvalues[ptricmds[1]];
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vertexState = R_StudioBuildIndices( tri_strip, vertexState );
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@@ -1900,7 +1893,6 @@ static void R_StudioBuildArrayChromeMesh( short *ptricmds, vec3_t *pstudionorms,
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int i, idx;
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qboolean glowShell = (scale > 0.0f) ? true : false;
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vec3_t vert;
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float alpha = tr.blend;
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while(( i = *( ptricmds++ )))
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{
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@@ -2688,7 +2680,7 @@ R_StudioDrawPointsShadow
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*/
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static void R_StudioDrawPointsShadow( void )
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{
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float *av, height;
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float *av;
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float vec_x, vec_y;
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mstudiomesh_t *pmesh;
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vec3_t point;
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@@ -2700,7 +2692,6 @@ static void R_StudioDrawPointsShadow( void )
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if( glState.stencilEnabled )
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pglEnable( GL_STENCIL_TEST );
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height = g_studio.lightspot[2] + 1.0f;
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vec_x = -g_studio.lightvec[0] * 8.0f;
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vec_y = -g_studio.lightvec[1] * 8.0f;
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