Couple source questions...

Vincent S. Cojot coyote at step.polymtl.ca
Mon Sep 2 04:52:55 EDT 2002


Hello Guys,

I have a couple questions...

1) Do you have any idea why the following changes were made? In
src/ref_gl/gl_draw.c (If anyone remembers.. Steven, perhaps?):

http://cvs.icculus.org/horde/chora/diff.php/src/ref_gl/gl_draw.c?rt=quake2&r1=1.1&r2=1.2&f=h
diff -p --unified=3 -r1.1 -r1.2
--- gl_draw.c	2001/12/28 08:04:24	1.1
+++ gl_draw.c	2001/12/28 10:05:47	1.2
@@ -339,7 +339,7 @@ void Draw_StretchRaw (int x, int y, int
 		hscale = rows/256.0;
 		trows = 256;
 	}
-	t = rows*hscale / 256;
+	t = rows*hscale / 256 - 1.0/512.0;

 	if ( !qglColorTableEXT )
 	{
@@ -399,13 +399,13 @@ void Draw_StretchRaw (int x, int y, int
 		qglDisable (GL_ALPHA_TEST);

 	qglBegin (GL_QUADS);
-	qglTexCoord2f (0, 0);
+	qglTexCoord2f (1.0/512.0, 1.0/512.0);
 	qglVertex2f (x, y);
-	qglTexCoord2f (1, 0);
+	qglTexCoord2f (511.0/512.0, 1.0/512.0);
 	qglVertex2f (x+w, y);
-	qglTexCoord2f (1, t);
+	qglTexCoord2f (511.0/512.0, t);
 	qglVertex2f (x+w, y+h);
-	qglTexCoord2f (0, t);
+	qglTexCoord2f (1.0/512.0, t);
 	qglVertex2f (x, y+h);
 	qglEnd ();

2) I also noticed something I had not noticed in the Solaris port: Under the
Solaris port, explosions aren't "full" with nice smoke effects but they
ressemble the electrical glitches seen in various places (when you enter the
game on the first level, for example..).. The explosions seem to be only
made of particles, which gives an explosion "effect" but don't look as nice
as they look under other platforms.. Does anyone know where I should start
to look in order to re-enable the "real" explosions? Strangely enough, the
Utah-GLX quake2 solaris port has the real explosions, not the particle ones..

Thanks for reading.

Vincent





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