Cleanup.
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54ab26edb3
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61647d8827
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@ -502,15 +502,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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drawSurf_t *drawSurf;
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drawSurf_t *drawSurf;
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int oldSort;
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int oldSort;
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float originalTime;
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float originalTime;
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#ifdef __MACOS__
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int macEventTime;
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Sys_PumpEvents(); // crutch up the mac's limited buffer queue size
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// we don't want to pump the event loop too often and waste time, so
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// we are going to check every shader change
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macEventTime = ri.Milliseconds() + MAC_EVENT_PUMP_MSEC;
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#endif
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// save original time for entity shader offsets
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// save original time for entity shader offsets
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originalTime = backEnd.refdef.floatTime;
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originalTime = backEnd.refdef.floatTime;
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@ -546,15 +537,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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if (shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted
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if (shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted
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|| ( entityNum != oldEntityNum && !shader->entityMergable ) ) {
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|| ( entityNum != oldEntityNum && !shader->entityMergable ) ) {
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if (oldShader != NULL) {
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if (oldShader != NULL) {
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#ifdef __MACOS__ // crutch up the mac's limited buffer queue size
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int t;
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t = ri.Milliseconds();
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if ( t > macEventTime ) {
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macEventTime = t + MAC_EVENT_PUMP_MSEC;
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Sys_PumpEvents();
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}
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#endif
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RB_EndSurface();
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RB_EndSurface();
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}
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}
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RB_BeginSurface( shader, fogNum );
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RB_BeginSurface( shader, fogNum );
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@ -632,19 +614,12 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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qglDepthRange (0, 1);
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qglDepthRange (0, 1);
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}
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}
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#if 0
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RB_DrawSun();
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#endif
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// darken down any stencil shadows
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// darken down any stencil shadows
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RB_ShadowFinish();
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RB_ShadowFinish();
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// add light flares on lights that aren't obscured
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// add light flares on lights that aren't obscured
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RB_RenderFlares();
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RB_RenderFlares();
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#ifdef __MACOS__
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Sys_PumpEvents(); // crutch up the mac's limited buffer queue size
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#endif
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// VULKAN
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// VULKAN
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vulkan_demo->render_view();
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vulkan_demo->render_view();
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}
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}
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@ -868,11 +868,7 @@ void R_Register( void )
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r_finish = ri.Cvar_Get ("r_finish", "0", CVAR_ARCHIVE);
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r_finish = ri.Cvar_Get ("r_finish", "0", CVAR_ARCHIVE);
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r_textureMode = ri.Cvar_Get( "r_textureMode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE );
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r_textureMode = ri.Cvar_Get( "r_textureMode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE );
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r_swapInterval = ri.Cvar_Get( "r_swapInterval", "0", CVAR_ARCHIVE );
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r_swapInterval = ri.Cvar_Get( "r_swapInterval", "0", CVAR_ARCHIVE );
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#ifdef __MACOS__
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r_gamma = ri.Cvar_Get( "r_gamma", "1.2", CVAR_ARCHIVE );
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#else
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r_gamma = ri.Cvar_Get( "r_gamma", "1", CVAR_ARCHIVE );
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r_gamma = ri.Cvar_Get( "r_gamma", "1", CVAR_ARCHIVE );
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#endif
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r_facePlaneCull = ri.Cvar_Get ("r_facePlaneCull", "1", CVAR_ARCHIVE );
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r_facePlaneCull = ri.Cvar_Get ("r_facePlaneCull", "1", CVAR_ARCHIVE );
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r_railWidth = ri.Cvar_Get( "r_railWidth", "16", CVAR_ARCHIVE );
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r_railWidth = ri.Cvar_Get( "r_railWidth", "16", CVAR_ARCHIVE );
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@ -1219,7 +1219,6 @@ qhandle_t RE_RegisterShaderFromImage(const char *name, int lightmapIndex, image_
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shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImage );
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shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImage );
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shader_t *R_GetShaderByHandle( qhandle_t hShader );
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shader_t *R_GetShaderByHandle( qhandle_t hShader );
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shader_t *R_GetShaderByState( int index, long *cycleTime );
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shader_t *R_FindShaderByName( const char *name );
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shader_t *R_FindShaderByName( const char *name );
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void R_InitShaders( void );
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void R_InitShaders( void );
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void R_ShaderList_f( void );
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void R_ShaderList_f( void );
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@ -1375,8 +1374,6 @@ SKIES
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void R_BuildCloudData( shaderCommands_t *shader );
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void R_BuildCloudData( shaderCommands_t *shader );
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void R_InitSkyTexCoords( float cloudLayerHeight );
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void R_InitSkyTexCoords( float cloudLayerHeight );
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void R_DrawSkyBox( shaderCommands_t *shader );
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void RB_DrawSun( void );
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void RB_ClipSkyPolygons( shaderCommands_t *shader );
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void RB_ClipSkyPolygons( shaderCommands_t *shader );
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/*
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/*
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@ -691,101 +691,6 @@ void R_InitSkyTexCoords( float heightCloud )
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}
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}
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}
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}
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//======================================================================================
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/*
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** RB_DrawSun
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*/
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void RB_DrawSun( void ) {
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float size;
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float dist;
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vec3_t origin, vec1, vec2;
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vec3_t temp;
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if ( !backEnd.skyRenderedThisView ) {
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return;
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}
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if ( !r_drawSun->integer ) {
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return;
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}
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qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
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qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]);
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dist = backEnd.viewParms.zFar / 1.75; // div sqrt(3)
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size = dist * 0.4;
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VectorScale( tr.sunDirection, dist, origin );
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PerpendicularVector( vec1, tr.sunDirection );
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CrossProduct( tr.sunDirection, vec1, vec2 );
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VectorScale( vec1, size, vec1 );
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VectorScale( vec2, size, vec2 );
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// farthest depth range
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qglDepthRange( 1.0, 1.0 );
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// FIXME: use quad stamp
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RB_BeginSurface( tr.sunShader, tess.fogNum );
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VectorCopy( origin, temp );
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VectorSubtract( temp, vec1, temp );
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VectorSubtract( temp, vec2, temp );
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VectorCopy( temp, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = 0;
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tess.texCoords[tess.numVertexes][0][1] = 0;
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tess.vertexColors[tess.numVertexes][0] = 255;
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tess.vertexColors[tess.numVertexes][1] = 255;
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tess.vertexColors[tess.numVertexes][2] = 255;
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tess.numVertexes++;
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VectorCopy( origin, temp );
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VectorAdd( temp, vec1, temp );
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VectorSubtract( temp, vec2, temp );
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VectorCopy( temp, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = 0;
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tess.texCoords[tess.numVertexes][0][1] = 1;
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tess.vertexColors[tess.numVertexes][0] = 255;
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tess.vertexColors[tess.numVertexes][1] = 255;
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tess.vertexColors[tess.numVertexes][2] = 255;
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tess.numVertexes++;
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VectorCopy( origin, temp );
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VectorAdd( temp, vec1, temp );
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VectorAdd( temp, vec2, temp );
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VectorCopy( temp, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = 1;
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tess.texCoords[tess.numVertexes][0][1] = 1;
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tess.vertexColors[tess.numVertexes][0] = 255;
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tess.vertexColors[tess.numVertexes][1] = 255;
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tess.vertexColors[tess.numVertexes][2] = 255;
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tess.numVertexes++;
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VectorCopy( origin, temp );
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VectorSubtract( temp, vec1, temp );
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VectorAdd( temp, vec2, temp );
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VectorCopy( temp, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = 1;
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tess.texCoords[tess.numVertexes][0][1] = 0;
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tess.vertexColors[tess.numVertexes][0] = 255;
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tess.vertexColors[tess.numVertexes][1] = 255;
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tess.vertexColors[tess.numVertexes][2] = 255;
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tess.numVertexes++;
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tess.indexes[tess.numIndexes++] = 0;
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tess.indexes[tess.numIndexes++] = 1;
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tess.indexes[tess.numIndexes++] = 2;
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tess.indexes[tess.numIndexes++] = 0;
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tess.indexes[tess.numIndexes++] = 2;
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tess.indexes[tess.numIndexes++] = 3;
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RB_EndSurface();
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// back to normal depth range
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qglDepthRange( 0.0, 1.0 );
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}
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/*
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/*
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================
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================
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RB_StageIteratorSky
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RB_StageIteratorSky
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