Textureless Quake Tut in Joequake...
Code:
Gl_rmain.c
(add)
int brushmodel = 0;
(in R_DrawEntitiesOnList add...)
//find this..
case mod_brush:
brushmodel = 1; //Add this
R_DrawBrushModel (currententity);
brushmodel = 0; //Add this
break;
gl_draw.c
(add)
cvar_t textureless = {"textureless", "0"};
(in Draw_Init add:)
Cvar_RegisterVariable (&textureless);
Gl_surf.c
(add)
extern cvar_t textureless;
extern int brushmodel;
(in DrawTextureChains...)
Find this code block.....
for (k = 0; k < s->polys->numverts; k++, v += VERTEXSIZE)
{
if (gl_mtexable)
{
//ADD HERE - multitexture textureless world
if((textureless.value) && !brushmodel)
{
qglMultiTexCoord2f (GL_TEXTURE0_ARB, 0, 0);
qglMultiTexCoord2f (GL_TEXTURE1_ARB, v[5], v[6]);
if (mtex_fbs)
qglMultiTexCoord2f (GL_TEXTURE2_ARB, 0, 0);
}
else
{
qglMultiTexCoord2f (GL_TEXTURE0_ARB, v[3], v[4]);
qglMultiTexCoord2f (GL_TEXTURE1_ARB, v[5], v[6]);
if (mtex_fbs)
qglMultiTexCoord2f (GL_TEXTURE2_ARB, v[3], v[4]);
}
}
else
{
if((textureless.value) && !brushmodel)
{
glTexCoord2f (0, 0);
}
else
{
glTexCoord2f (v[3], v[4]);
}
}
glVertex3fv (v);
}
This may save some fps and if u use -no24bit and this then it may make some slow machines run that much faster....
who knows...