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https://github.com/jmarshall23/Doom3MegaTexture.git
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Initial commit.
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/*
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===========================================================================
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IcedTech GPL Source Code
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Copyright (C) 2019 Real Vector Math Studios(Justin Marshall).
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the IcedTech GPL Source Code ("IcedTech GPL Source Code").
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IcedTech GPL Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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IcedTech GPL Source Code 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. 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 IcedTech GPL Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the IcedTech GPL Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IcedTech GPL Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "precompiled.h"
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#include "tr_local.h"
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static union {
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int intVal;
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byte color[4];
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} fillColor;
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static byte colors[8][4] = {
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{ 0, 0, 0, 255 },
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{ 255, 0, 0, 255 },
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{ 0, 255, 0, 255 },
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{ 255, 255, 0, 255 },
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{ 0, 0, 255, 255 },
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{ 255, 0, 255, 255 },
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{ 0, 255, 255, 255 },
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{ 255, 255, 255, 255 }
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};
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/*
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===========================
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rvmMegaTextureFile::rvmMegaTextureFile
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===========================
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*/
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rvmMegaTextureFile::rvmMegaTextureFile()
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{
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fileHandle = nullptr;
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numLevels = 0;
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}
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/*
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===========================
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rvmMegaTextureFile::~rvmMegaTextureFile
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===========================
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*/
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rvmMegaTextureFile::~rvmMegaTextureFile() {
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if (fileHandle != nullptr) {
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fileSystem->CloseFile(fileHandle);
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fileHandle = nullptr;
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}
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}
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/*
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===========================
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rvmMegaTextureFile::LoadMegaTextureFile
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===========================
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*/
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rvmMegaTextureFile *rvmMegaTextureFile::LoadMegaTextureFile(const char *name) {
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int width, height;
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rvmMegaTextureFile *megaTextureFile = new rvmMegaTextureFile();
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megaTextureFile->fileHandle = fileSystem->OpenFileRead(name);
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if (!megaTextureFile->fileHandle) {
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common->Printf("rvmMegaTextureFile: failed to open %s\n", name);
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delete megaTextureFile;
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return nullptr;
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}
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megaTextureFile->fileHandle->Read(&megaTextureFile->header, sizeof(megaTextureFile->header));
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if (megaTextureFile->header.tileSize < 64 || megaTextureFile->header.tilesWide < 1 || megaTextureFile->header.tilesHigh < 1) {
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common->Printf("idMegaTexture: bad header on %s\n", name);
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delete megaTextureFile;
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return nullptr;
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}
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megaTextureFile->numLevels = 0;
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width = megaTextureFile->header.tilesWide;
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height = megaTextureFile->header.tilesHigh;
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int tileOffset = 1; // just past the header
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memset(megaTextureFile->levels, 0, sizeof(levels));
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while (1) {
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idTextureLevel *level = &megaTextureFile->levels[megaTextureFile->numLevels];
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level->mega = megaTextureFile;
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level->tileOffset = tileOffset;
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level->tilesWide = width;
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level->tilesHigh = height;
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level->parms[0] = -1; // initially mask everything
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level->parms[1] = 0;
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level->parms[2] = 0;
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level->parms[3] = (float)width / (float)TILE_PER_LEVEL;
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level->Invalidate();
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tileOffset += level->tilesWide * level->tilesHigh;
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char str[1024];
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sprintf(str, "_mega_%i", megaTextureFile->numLevels);
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// give each level a default fill color
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for (int i = 0; i < 4; i++) {
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fillColor.color[i] = colors[megaTextureFile->numLevels + 1][i];
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}
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idImageOpts opts;
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opts.format = FMT_DXT5;
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opts.colorFormat = CFM_DEFAULT;
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opts.gammaMips = 0;
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opts.width = MAX_LEVEL_WIDTH;
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opts.height = MAX_LEVEL_WIDTH;
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opts.textureType = TT_2D;
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opts.isPersistant = true;
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opts.numMSAASamples = 0;
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opts.numLevels = 1;
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idTempArray<byte> data(MAX_LEVEL_WIDTH * MAX_LEVEL_WIDTH * 4);
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for (int i = 0; i < MAX_LEVEL_WIDTH * MAX_LEVEL_WIDTH; i++) {
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((int *)data.Ptr())[i] = fillColor.intVal;
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}
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megaTextureFile->levels[megaTextureFile->numLevels].image = globalImages->ScratchImage(str, &opts, TF_LINEAR, TR_REPEAT, TD_DIFFUSE);
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megaTextureFile->levels[megaTextureFile->numLevels].image->UploadScratch(data.Ptr(), MAX_LEVEL_WIDTH, MAX_LEVEL_WIDTH);
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megaTextureFile->numLevels++;
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if (width <= TILE_PER_LEVEL && height <= TILE_PER_LEVEL) {
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break;
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}
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width = (width + 1) >> 1;
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height = (height + 1) >> 1;
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}
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return megaTextureFile;
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}
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/*
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========================
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rvmMegaTextureFile::ReadTile
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========================
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*/
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void rvmMegaTextureFile::ReadTile(byte *tileBuffer, int tileNum) {
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int tileSize = TILE_SIZE * TILE_SIZE;
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fileHandle->Seek(tileNum * tileSize, FS_SEEK_SET);
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//memset(data, 128, sizeof(data));
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fileHandle->Read(tileBuffer, tileSize);
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}
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/*
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===========================
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rvmMegaTextureFile::UpdateForCenter
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===========================
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*/
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void rvmMegaTextureFile::UpdateForCenter(float texCenter[2]) {
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for (int i = 0; i < numLevels; i++) {
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levels[i].UpdateForCenter(texCenter);
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}
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}
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/*
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===========================
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rvmMegaTextureFile::Invalidate
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===========================
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*/
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void rvmMegaTextureFile::Invalidate(void) {
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for (int i = 0; i < numLevels; i++) {
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levels[i].Invalidate();
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}
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}
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/*
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===========================
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rvmMegaTextureFile::BindForViewOrigin
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===========================
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*/
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void rvmMegaTextureFile::BindForViewOrigin(const idVec3 viewOrigin) {
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// borderClamp image goes in texture 0
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GL_SelectTexture(0);
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globalImages->borderClampImage->Bind();
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// level images in higher textures, blurriest first
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for (int i = 0; i < 7; i++) {
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GL_SelectTexture(1 + i);
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if (i >= numLevels) {
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globalImages->whiteImage->Bind();
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static float parms[4] = { -2, -2, 0, 1 }; // no contribution
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//glProgramLocalParameter4fvARB( GL_VERTEX_PROGRAM_ARB, i, parms );
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renderProgManager.SetUniformValue((const renderParm_t)(RENDERPARM_MEGALEVEL0 + i), parms);
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}
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else {
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idTextureLevel *level = &levels[numLevels - 1 - i];
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if (idMegaTexture::r_showMegaTexture.GetBool()) {
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if (i & 1) {
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globalImages->blackImage->Bind();
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}
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else {
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globalImages->whiteImage->Bind();
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}
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}
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else {
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level->image->Bind();
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}
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//glProgramLocalParameter4fvARB( GL_VERTEX_PROGRAM_ARB, i, level->parms );
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renderProgManager.SetUniformValue((const renderParm_t)(RENDERPARM_MEGALEVEL0 + i), level->parms);
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}
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}
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float parms[4];
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parms[0] = 0;
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parms[1] = 0;
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parms[2] = 0;
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parms[3] = 1;
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renderProgManager.SetUniformValue((const renderParm_t)(RENDERPARM_MEGALEVEL0 + 7), parms);
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//glProgramLocalParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 7, parms );
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//parms[0] = 1;
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//parms[1] = 1;
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//parms[2] = r_terrainScale.GetFloat();
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//parms[3] = 1;
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//glProgramLocalParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 8, parms );
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}
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