- removed gl interface function pointers for all OpenGL32.dll entry points.
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37de4bea67
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27 changed files with 732 additions and 882 deletions
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@ -85,8 +85,8 @@ void GLWall::SplitUpperEdge(texcoord * tcs, bool glow)
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if (glow) gl.VertexAttrib2f(VATTR_GLOWDISTANCE, zceil[0] - ztop[0] + (facc - fact) * fracfac,
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ztop[0] - zfloor[0] + (fact - facf) * fracfac);
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gl.TexCoord2f(tcs[1].u + facu * fracfac, tcs[1].v + facv * fracfac);
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gl.Vertex3f(cseg->v2->fx, ztop[0] + fact * fracfac, cseg->v2->fy);
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glTexCoord2f(tcs[1].u + facu * fracfac, tcs[1].v + facv * fracfac);
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glVertex3f(cseg->v2->fx, ztop[0] + fact * fracfac, cseg->v2->fy);
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}
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vertexcount += sidedef->numsegs-1;
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}
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@ -121,8 +121,8 @@ void GLWall::SplitLowerEdge(texcoord * tcs, bool glow)
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if (glow) gl.VertexAttrib2f(VATTR_GLOWDISTANCE, zceil[0] - zbottom[0] + (facc - facb) * fracfac,
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zbottom[0] - zfloor[0] + (facb - facf) * fracfac);
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gl.TexCoord2f(tcs[0].u + facu * fracfac, tcs[0].v + facv * fracfac);
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gl.Vertex3f(cseg->v2->fx, zbottom[0] + facb * fracfac, cseg->v2->fy);
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glTexCoord2f(tcs[0].u + facu * fracfac, tcs[0].v + facv * fracfac);
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glVertex3f(cseg->v2->fx, zbottom[0] + facb * fracfac, cseg->v2->fy);
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}
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vertexcount += sidedef->numsegs-1;
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}
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@ -151,9 +151,9 @@ void GLWall::SplitLeftEdge(texcoord * tcs, bool glow)
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while (i<vi->numheights && vi->heightlist[i] < ztop[0])
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{
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if (glow) gl.VertexAttrib2f(VATTR_GLOWDISTANCE, zceil[0] - vi->heightlist[i], vi->heightlist[i] - zfloor[0]);
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gl.TexCoord2f(factu1*(vi->heightlist[i] - ztop[0]) + tcs[1].u,
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glTexCoord2f(factu1*(vi->heightlist[i] - ztop[0]) + tcs[1].u,
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factv1*(vi->heightlist[i] - ztop[0]) + tcs[1].v);
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gl.Vertex3f(glseg.x1, vi->heightlist[i], glseg.y1);
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glVertex3f(glseg.x1, vi->heightlist[i], glseg.y1);
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i++;
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}
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vertexcount+=i;
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@ -184,9 +184,9 @@ void GLWall::SplitRightEdge(texcoord * tcs, bool glow)
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while (i>0 && vi->heightlist[i] > zbottom[1])
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{
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if (glow) gl.VertexAttrib2f(VATTR_GLOWDISTANCE, zceil[1] - vi->heightlist[i], vi->heightlist[i] - zfloor[1]);
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gl.TexCoord2f(factu2 * (vi->heightlist[i] - ztop[1]) + tcs[2].u,
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glTexCoord2f(factu2 * (vi->heightlist[i] - ztop[1]) + tcs[2].u,
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factv2 * (vi->heightlist[i] - ztop[1]) + tcs[2].v);
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gl.Vertex3f(glseg.x2, vi->heightlist[i], glseg.y2);
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glVertex3f(glseg.x2, vi->heightlist[i], glseg.y2);
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i--;
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}
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vertexcount+=i;
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