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Quack 3
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ref_gl/gl_rmisc.c
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246
ref_gl/gl_rmisc.c
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/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_misc.c
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#include "gl_local.h"
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/*
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==================
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R_InitParticleTexture
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==================
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*/
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byte dottexture[8][8] =
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{
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{0,0,0,0,0,0,0,0},
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{0,0,1,1,0,0,0,0},
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{0,1,1,1,1,0,0,0},
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{0,1,1,1,1,0,0,0},
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{0,0,1,1,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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};
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void R_InitParticleTexture (void)
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{
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int x,y;
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byte data[8][8][4];
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//
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// particle texture
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//
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for (x=0 ; x<8 ; x++)
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{
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for (y=0 ; y<8 ; y++)
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{
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data[y][x][0] = 255;
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data[y][x][1] = 255;
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data[y][x][2] = 255;
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data[y][x][3] = dottexture[x][y]*255;
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}
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}
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r_particletexture = GL_LoadPic ("***particle***", (byte *)data, 8, 8, it_sprite, 32);
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//
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// also use this for bad textures, but without alpha
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//
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for (x=0 ; x<8 ; x++)
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{
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for (y=0 ; y<8 ; y++)
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{
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data[y][x][0] = dottexture[x&3][y&3]*255;
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data[y][x][1] = 0; // dottexture[x&3][y&3]*255;
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data[y][x][2] = 0; //dottexture[x&3][y&3]*255;
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data[y][x][3] = 255;
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}
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}
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r_notexture = GL_LoadPic ("***r_notexture***", (byte *)data, 8, 8, it_wall, 32);
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}
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/*
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==============================================================================
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SCREEN SHOTS
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==============================================================================
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*/
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typedef struct _TargaHeader {
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unsigned char id_length, colormap_type, image_type;
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unsigned short colormap_index, colormap_length;
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unsigned char colormap_size;
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unsigned short x_origin, y_origin, width, height;
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unsigned char pixel_size, attributes;
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} TargaHeader;
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/*
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==================
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GL_ScreenShot_f
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==================
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*/
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void GL_ScreenShot_f (void)
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{
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byte *buffer;
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char picname[80];
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char checkname[MAX_OSPATH];
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int i, c, temp;
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FILE *f;
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// create the scrnshots directory if it doesn't exist
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Com_sprintf (checkname, sizeof(checkname), "%s/scrnshot", ri.FS_Gamedir());
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Sys_Mkdir (checkname);
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//
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// find a file name to save it to
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//
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strcpy(picname,"quake00.tga");
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for (i=0 ; i<=99 ; i++)
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{
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picname[5] = i/10 + '0';
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picname[6] = i%10 + '0';
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Com_sprintf (checkname, sizeof(checkname), "%s/scrnshot/%s", ri.FS_Gamedir(), picname);
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f = fopen (checkname, "rb");
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if (!f)
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break; // file doesn't exist
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fclose (f);
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}
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if (i==100)
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{
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ri.Con_Printf (PRINT_ALL, "SCR_ScreenShot_f: Couldn't create a file\n");
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return;
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}
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buffer = malloc(vid.width*vid.height*3 + 18);
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memset (buffer, 0, 18);
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buffer[2] = 2; // uncompressed type
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buffer[12] = vid.width&255;
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buffer[13] = vid.width>>8;
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buffer[14] = vid.height&255;
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buffer[15] = vid.height>>8;
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buffer[16] = 24; // pixel size
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qglReadPixels (0, 0, vid.width, vid.height, GL_RGB, GL_UNSIGNED_BYTE, buffer+18 );
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// swap rgb to bgr
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c = 18+vid.width*vid.height*3;
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for (i=18 ; i<c ; i+=3)
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{
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temp = buffer[i];
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buffer[i] = buffer[i+2];
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buffer[i+2] = temp;
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}
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f = fopen (checkname, "wb");
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fwrite (buffer, 1, c, f);
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fclose (f);
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free (buffer);
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ri.Con_Printf (PRINT_ALL, "Wrote %s\n", picname);
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}
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/*
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** GL_Strings_f
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*/
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void GL_Strings_f( void )
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{
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ri.Con_Printf (PRINT_ALL, "GL_VENDOR: %s\n", gl_config.vendor_string );
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ri.Con_Printf (PRINT_ALL, "GL_RENDERER: %s\n", gl_config.renderer_string );
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ri.Con_Printf (PRINT_ALL, "GL_VERSION: %s\n", gl_config.version_string );
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ri.Con_Printf (PRINT_ALL, "GL_EXTENSIONS: %s\n", gl_config.extensions_string );
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}
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/*
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** GL_SetDefaultState
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*/
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void GL_SetDefaultState( void )
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{
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qglClearColor (1,0, 0.5 , 0.5);
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qglCullFace(GL_FRONT);
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qglEnable(GL_TEXTURE_2D);
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qglEnable(GL_ALPHA_TEST);
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qglAlphaFunc(GL_GREATER, 0.666);
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qglDisable (GL_DEPTH_TEST);
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qglDisable (GL_CULL_FACE);
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qglDisable (GL_BLEND);
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qglColor4f (1,1,1,1);
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qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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qglShadeModel (GL_FLAT);
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GL_TextureMode( gl_texturemode->string );
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GL_TextureAlphaMode( gl_texturealphamode->string );
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GL_TextureSolidMode( gl_texturesolidmode->string );
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GL_TexEnv( GL_REPLACE );
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if ( qglPointParameterfEXT )
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{
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float attenuations[3];
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attenuations[0] = gl_particle_att_a->value;
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attenuations[1] = gl_particle_att_b->value;
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attenuations[2] = gl_particle_att_c->value;
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qglEnable( GL_POINT_SMOOTH );
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qglPointParameterfEXT( GL_POINT_SIZE_MIN_EXT, gl_particle_min_size->value );
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qglPointParameterfEXT( GL_POINT_SIZE_MAX_EXT, gl_particle_max_size->value );
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qglPointParameterfvEXT( GL_DISTANCE_ATTENUATION_EXT, attenuations );
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}
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if ( qglColorTableEXT && gl_ext_palettedtexture->value )
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{
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qglEnable( GL_SHARED_TEXTURE_PALETTE_EXT );
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GL_SetTexturePalette( d_8to24table );
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}
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GL_UpdateSwapInterval();
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}
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void GL_UpdateSwapInterval( void )
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{
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if ( gl_swapinterval->modified )
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{
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gl_swapinterval->modified = false;
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if ( !gl_state.stereo_enabled )
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{
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#ifdef _WIN32
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if ( qwglSwapIntervalEXT )
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qwglSwapIntervalEXT( gl_swapinterval->value );
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#endif
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}
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}
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}
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