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C++ qglStencilFunc函数代码示例

本文整理汇总了C++中qglStencilFunc函数的典型用法代码示例。如果您正苦于以下问题:C++ qglStencilFunc函数的具体用法?C++ qglStencilFunc怎么用?C++ qglStencilFunc使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了qglStencilFunc函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: RB_StencilShadowPass

/*
=====================
RB_StencilShadowPass

Stencil test should already be enabled, and the stencil buffer should have
been set to 128 on any surfaces that might receive shadows
=====================
*/
void RB_StencilShadowPass(const drawSurf_t *drawSurfs)
{
	if (!r_shadows.GetBool()) {
		return;
	}

	if (!drawSurfs) {
		return;
	}

	RB_LogComment("---------- RB_StencilShadowPass ----------\n");

	globalImages->BindNull();
	qglDisableClientState(GL_TEXTURE_COORD_ARRAY);

	// for visualizing the shadows
	if (r_showShadows.GetInteger()) {
		if (r_showShadows.GetInteger() == 2) {
			// draw filled in
			GL_State(GLS_DEPTHMASK | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_LESS);
		} else {
			// draw as lines, filling the depth buffer
			GL_State(GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_POLYMODE_LINE | GLS_DEPTHFUNC_ALWAYS);
		}
	} else {
		// don't write to the color buffer, just the stencil buffer
		GL_State(GLS_DEPTHMASK | GLS_COLORMASK | GLS_ALPHAMASK | GLS_DEPTHFUNC_LESS);
	}

	if (r_shadowPolygonFactor.GetFloat() || r_shadowPolygonOffset.GetFloat()) {
		qglPolygonOffset(r_shadowPolygonFactor.GetFloat(), -r_shadowPolygonOffset.GetFloat());
		qglEnable(GL_POLYGON_OFFSET_FILL);
	}

	qglStencilFunc(GL_ALWAYS, 1, 255);

	if (glConfig.depthBoundsTestAvailable && r_useDepthBoundsTest.GetBool()) {
		qglEnable(GL_DEPTH_BOUNDS_TEST_EXT);
	}

	RB_RenderDrawSurfChainWithFunction(drawSurfs, RB_T_Shadow);

	GL_Cull(CT_FRONT_SIDED);

	if (r_shadowPolygonFactor.GetFloat() || r_shadowPolygonOffset.GetFloat()) {
		qglDisable(GL_POLYGON_OFFSET_FILL);
	}

	if (glConfig.depthBoundsTestAvailable && r_useDepthBoundsTest.GetBool()) {
		qglDisable(GL_DEPTH_BOUNDS_TEST_EXT);
	}

	qglEnableClientState(GL_TEXTURE_COORD_ARRAY);

	qglStencilFunc(GL_GEQUAL, 128, 255);
	qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
}
开发者ID:AreaScout,项目名称:dante-doom3-odroid,代码行数:65,代码来源:draw_common.cpp

示例2: RB_RenderViewLight

/*
==================
RB_RenderViewLight

==================
*/
static void RB_RenderViewLight(viewLight_t *vLight)
{
	backEnd.vLight = vLight;

	// do fogging later
	if (vLight->lightShader->IsFogLight()) {
		return;
	}

	if (vLight->lightShader->IsBlendLight()) {
		return;
	}

	RB_LogComment("---------- RB_RenderViewLight 0x%p ----------\n", vLight);

	// clear the stencil buffer if needed
	if (vLight->globalShadows || vLight->localShadows) {
		backEnd.currentScissor = vLight->scissorRect;

		if (r_useScissor.GetBool()) {
			qglScissor(backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
			           backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
			           backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
			           backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1);
		}

		qglClear(GL_STENCIL_BUFFER_BIT);
	} else {
		// no shadows, so no need to read or write the stencil buffer
		// we might in theory want to use GL_ALWAYS instead of disabling
		// completely, to satisfy the invarience rules
		qglStencilFunc(GL_ALWAYS, 128, 255);
	}

	backEnd.depthFunc = GLS_DEPTHFUNC_EQUAL;
	RB_StencilShadowPass(vLight->globalShadows);
	RB_CreateDrawInteractions(vLight->localInteractions);
	RB_StencilShadowPass(vLight->localShadows);
	RB_CreateDrawInteractions(vLight->globalInteractions);

	if (r_skipTranslucent.GetBool()) {
		return;
	}

	// disable stencil testing for translucent interactions, because
	// the shadow isn't calculated at their point, and the shadow
	// behind them may be depth fighting with a back side, so there
	// isn't any reasonable thing to do
	qglStencilFunc(GL_ALWAYS, 128, 255);
	backEnd.depthFunc = GLS_DEPTHFUNC_LESS;
	RB_CreateDrawInteractions(vLight->translucentInteractions);
}
开发者ID:AreaScout,项目名称:dante-doom3-odroid,代码行数:58,代码来源:draw_arb.cpp

示例3: RB_ShadowFinish

/*
=================
RB_ShadowFinish

Darken everything that is is a shadow volume.
We have to delay this until everything has been shadowed,
because otherwise shadows from different body parts would
overlap and double darken.
=================
*/
void RB_ShadowFinish( void ) {
	if ( r_shadows->integer != 2 ) {
		return;
	}
	if ( glConfig.stencilBits < 4 ) {
		return;
	}
	qglEnable( GL_STENCIL_TEST );
	qglStencilFunc( GL_NOTEQUAL, 0, 255 );

	qglDisable( GL_CLIP_PLANE0 );
	qglDisable( GL_CULL_FACE );

	GL_Bind( tr.whiteImage );

	qglLoadIdentity();

	qglColor3f( 0.6f, 0.6f, 0.6f );
	GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO );

//	qglColor3f( 1, 0, 0 );
//	GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );

	qglBegin( GL_QUADS );
	qglVertex3f( -100, 100, -10 );
	qglVertex3f( 100, 100, -10 );
	qglVertex3f( 100, -100, -10 );
	qglVertex3f( -100, -100, -10 );
	qglEnd();

	qglColor4f( 1,1,1,1 );
	qglDisable( GL_STENCIL_TEST );
}
开发者ID:JackalFrost,项目名称:RTCW-WSGF,代码行数:43,代码来源:tr_shadows.c

示例4: RB_ShadowFinish

/*
=================
RB_ShadowFinish

Darken everything that is is a shadow volume.
We have to delay this until everything has been shadowed,
because otherwise shadows from different body parts would
overlap and double darken.
=================
*/
void RB_ShadowFinish( void ) {
#if defined(VV_LIGHTING) && defined(_XBOX)
	StencilShadower.FinishShadows();
#else
	if ( r_shadows->integer != 2 ) {
		return;
	}
	if ( glConfig.stencilBits < 4 ) {
		return;
	}

#ifdef _DEBUG_STENCIL_SHADOWS
	return;
#endif

	qglEnable( GL_STENCIL_TEST );
	qglStencilFunc( GL_NOTEQUAL, 0, 255 );

	qglStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );

	bool planeZeroBack = false;
	if (qglIsEnabled(GL_CLIP_PLANE0))
	{
		planeZeroBack = true;
		qglDisable (GL_CLIP_PLANE0);
	}
	GL_Cull(CT_TWO_SIDED);
	//qglDisable (GL_CULL_FACE);

	GL_Bind( tr.whiteImage );

	qglPushMatrix();
    qglLoadIdentity ();

//	qglColor3f( 0.6f, 0.6f, 0.6f );
//	GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO );

//	qglColor3f( 1, 0, 0 );
//	GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );

	qglColor4f( 0.0f, 0.0f, 0.0f, 0.5f );
	//GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
	GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );

	qglBegin( GL_QUADS );
	qglVertex3f( -100, 100, -10 );
	qglVertex3f( 100, 100, -10 );
	qglVertex3f( 100, -100, -10 );
	qglVertex3f( -100, -100, -10 );
	qglEnd ();

	qglColor4f(1,1,1,1);
	qglDisable( GL_STENCIL_TEST );
	if (planeZeroBack)
	{
		qglEnable (GL_CLIP_PLANE0);
	}
	qglPopMatrix();
#endif // VV_LIGHTING && _XBOX
}
开发者ID:3ddy,项目名称:Jedi-Outcast,代码行数:70,代码来源:tr_shadows.cpp

示例5: RB_StencilSurf

// stencil_surf0: clear stencil; draw, incrementing stencil where stencil == 0
// stencil_surf1: draw, incrementing stencil where stencil == 1
// ...
// stencil_surfN: draw, incrementing stencil where stencil == N
// draw_surfN: disable stencil write, color where stencil == N+1
// ...
// draw_surf1: color where stencil == 2
// draw_surf0: color where stencil == 1, disable stencil test
void const* RB_StencilSurf(void const* data)
{
    stencilSurfCommand_t const* const cmd = (stencilSurfCommand_t const* const)data;

    // Finish any 2D drawing if needed
    if(tess.numIndexes)
        RB_EndSurface();

    backEnd.refdef = cmd->refdef;
    backEnd.viewParms = cmd->viewParms;

    if(r_subviewStencil->integer)
    {
        // First stencil surface for this view
        if(0 == backEnd.stencil_level)
        {
            assert(qfalse == backEnd.stencil_draw);
            qglClear(GL_STENCIL_BUFFER_BIT);
            qglEnable(GL_STENCIL_TEST);
            backEnd.stencil_test = qtrue;
            // sfail/dpfail: KEEP, dppass: INCR
            qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
            backEnd.stencil_draw = qtrue;
        }

        qglStencilFunc(GL_EQUAL, backEnd.stencil_level, ~0U);
        backEnd.stencil_level++;

        RB_RenderDrawSurfList(cmd->drawSurf, 1);
        backEnd.pc.c_stencilSurfaces++;
    }

    return cmd + 1;
}
开发者ID:asvo,项目名称:quake3.gpl.old,代码行数:42,代码来源:tr_backend.c

示例6: GLRB_ShadowSilhouette

void GLRB_ShadowSilhouette( const float* edges, int edgeCount )
{
	GL_Bind( tr.whiteImage );
	qglEnable( GL_CULL_FACE );
	GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
	qglColor3f( 0.2f, 0.2f, 0.2f );

	// don't write to the color buffer
	qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );

	qglEnable( GL_STENCIL_TEST );
	qglStencilFunc( GL_ALWAYS, 1, 255 );

	// mirrors have the culling order reversed
	GL_Cull( CT_BACK_SIDED ); // @pjb: resolves to GL_FRONT if to mirror flag is set
	qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );

	RenderShadowEdges( edges, edgeCount );

	GL_Cull( CT_FRONT_SIDED ); // @pjb: resolves to GL_BACK due to mirror flag is set
	qglStencilOp( GL_KEEP, GL_KEEP, GL_DECR );

	RenderShadowEdges( edges, edgeCount );

	// reenable writing to the color buffer
	qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
}
开发者ID:Avatarchik,项目名称:Quake-III-Arena-D3D11,代码行数:27,代码来源:gl_shadows.c

示例7: RB_ShadowFinish

/*
=================
RB_ShadowFinish

Darken everything that is is a shadow volume.
We have to delay this until everything has been shadowed,
because otherwise shadows from different body parts would
overlap and double darken.
=================
*/
void RB_ShadowFinish(void)
{
	if (r_shadows->integer != 2)
	{
		return;
	}
	if (glConfig.stencilBits < 4)
	{
		return;
	}
	qglEnable(GL_STENCIL_TEST);
	qglStencilFunc(GL_NOTEQUAL, 0, 255);

	qglDisable(GL_CLIP_PLANE0);
	qglDisable(GL_CULL_FACE);

	GL_Bind(tr.whiteImage);

	qglLoadIdentity();

	qglColor3f(0.6f, 0.6f, 0.6f);
	GL_State(GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);

	GLboolean text  = qglIsEnabled(GL_TEXTURE_COORD_ARRAY);
	GLboolean glcol = qglIsEnabled(GL_COLOR_ARRAY);
	if (text)
	{
		qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
	}
	if (glcol)
	{
		qglDisableClientState(GL_COLOR_ARRAY);
	}
	GLfloat vtx[] =
	{
		-100, 100,  -10,
		100,  100,  -10,
		100,  -100, -10,
		-100, -100, -10
	};
	qglVertexPointer(3, GL_FLOAT, 0, vtx);
	qglDrawArrays(GL_TRIANGLE_FAN, 0, 4);
	if (text)
	{
		qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
	}
	if (glcol)
	{
		qglEnableClientState(GL_COLOR_ARRAY);
	}

	qglColor4f(1, 1, 1, 1);
	qglDisable(GL_STENCIL_TEST);
}
开发者ID:Mailaender,项目名称:etlegacy,代码行数:64,代码来源:tr_shadows.c

示例8: RB_STD_FogAllLights

/*
==================
RB_STD_FogAllLights
==================
*/
void RB_STD_FogAllLights( void ) {
	viewLight_t	*vLight;

	if ( r_skipFogLights.GetBool() || r_showOverDraw.GetInteger() != 0
		 || backEnd.viewDef->isXraySubview /* dont fog in xray mode*/
		 ) {
		return;
	}

	qglDisable( GL_STENCIL_TEST );

	for ( vLight = backEnd.viewDef->viewLights ; vLight ; vLight = vLight->next ) {
		backEnd.vLight = vLight;

		if ( !vLight->lightShader->IsFogLight() && !vLight->lightShader->IsBlendLight() ) {
			continue;
		}

#if 0 // _D3XP disabled that
		if ( r_ignore.GetInteger() ) {
			// we use the stencil buffer to guarantee that no pixels will be
			// double fogged, which happens in some areas that are thousands of
			// units from the origin
			backEnd.currentScissor = vLight->scissorRect;
			if ( r_useScissor.GetBool() ) {
				qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
					backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
					backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
					backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
			}
			qglClear( GL_STENCIL_BUFFER_BIT );

			qglEnable( GL_STENCIL_TEST );

			// only pass on the cleared stencil values
			qglStencilFunc( GL_EQUAL, 128, 255 );

			// when we pass the stencil test and depth test and are going to draw,
			// increment the stencil buffer so we don't ever draw on that pixel again
			qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
		}
#endif

		if ( vLight->lightShader->IsFogLight() ) {
			RB_FogPass( vLight->globalInteractions, vLight->localInteractions );
		} else if ( vLight->lightShader->IsBlendLight() ) {
			RB_BlendLight( vLight->globalInteractions, vLight->localInteractions );
		}
		qglDisable( GL_STENCIL_TEST );
	}

	qglEnable( GL_STENCIL_TEST );
}
开发者ID:BielBdeLuna,项目名称:dhewm3,代码行数:58,代码来源:draw_common.cpp

示例9: GL_StencilFunc

/*
 ==================
 GL_StencilFunc
 ==================
*/
void GL_StencilFunc (uint func, int ref, uint mask){

	if (glState.stencilFunc[0] == func && glState.stencilFunc[1] == func && glState.stencilFuncRef[0] == ref && glState.stencilFuncRef[1] == ref && glState.stencilFuncMask[0] == mask && glState.stencilFuncMask[1] == mask)
		return;

	glState.stencilFunc[0] = func;
	glState.stencilFunc[1] = func;
	glState.stencilFuncRef[0] = ref;
	glState.stencilFuncRef[1] = ref;
	glState.stencilFuncMask[0] = mask;
	glState.stencilFuncMask[1] = mask;

	qglStencilFunc(func, ref, mask);
}
开发者ID:Mirrorman95,项目名称:quake-2-evolved,代码行数:19,代码来源:r_glState.c

示例10: GLRB_SetOverdrawMeasureEnabled

void GLRB_SetOverdrawMeasureEnabled( qboolean enabled )
{
    if ( !enabled )
    {
        qglDisable( GL_STENCIL_TEST );
    }
    else
    {
		qglEnable( GL_STENCIL_TEST );
		qglStencilMask( ~0U );
		qglClearStencil( 0U );
		qglStencilFunc( GL_ALWAYS, 0U, ~0U );
		qglStencilOp( GL_KEEP, GL_INCR, GL_INCR );
    }
}
开发者ID:Avatarchik,项目名称:Quake-III-Arena-D3D11,代码行数:15,代码来源:gl_driver.c

示例11: RB_MaskTessEnd

void RB_MaskTessEnd( void ) {
    shaderCommands_t *input;

    input = &tess;

    //qglClear( GL_COLOR_BUFFER_BIT );

    qglColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
    qglDepthMask(GL_FALSE);

    qglEnable(GL_STENCIL_TEST);
    qglClearStencil(0);
    qglClear(GL_STENCIL_BUFFER_BIT);

    qglStencilFunc(GL_ALWAYS,1,1);
    qglStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE);

    tess.currentStageIteratorFunc();

    qglDepthMask(GL_TRUE);
    qglColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
    qglStencilFunc(GL_EQUAL,1,1);
    qglStencilOp(GL_KEEP,GL_KEEP,GL_KEEP);
}
开发者ID:redrumrobot,项目名称:quakeconstruct,代码行数:24,代码来源:tr_shade.c

示例12: RB_STD_DrawView

/*
=============
RB_STD_DrawView

=============
*/
void	RB_STD_DrawView( void ) {
	drawSurf_t	 **drawSurfs;
	int			numDrawSurfs;

	backEnd.depthFunc = GLS_DEPTHFUNC_EQUAL;

	drawSurfs = (drawSurf_t **)&backEnd.viewDef->drawSurfs[0];
	numDrawSurfs = backEnd.viewDef->numDrawSurfs;

	// clear the z buffer, set the projection matrix, etc
	RB_BeginDrawingView();

	// decide how much overbrighting we are going to do
	RB_DetermineLightScale();

	// fill the depth buffer and clear color buffer to black except on
	// subviews
	RB_STD_FillDepthBuffer( drawSurfs, numDrawSurfs );

	// main light renderer
	switch( tr.backEndRenderer ) {
	case BE_ARB2:
		RB_ARB2_DrawInteractions();
		break;
	}

	// disable stencil shadow test
	qglStencilFunc( GL_ALWAYS, 128, 255 );

	// uplight the entire screen to crutch up not having better blending range
	RB_STD_LightScale();

	// now draw any non-light dependent shading passes
	int	processed = RB_STD_DrawShaderPasses( drawSurfs, numDrawSurfs );

	// fob and blend lights
	RB_STD_FogAllLights();

	// now draw any post-processing effects using _currentRender
	if ( processed < numDrawSurfs ) {
		RB_STD_DrawShaderPasses( drawSurfs+processed, numDrawSurfs-processed );
	}

	RB_RenderDebugTools( drawSurfs, numDrawSurfs );

}
开发者ID:BielBdeLuna,项目名称:dhewm3,代码行数:52,代码来源:draw_common.cpp

示例13: RB_STD_FillDepthBuffer

/*
=====================
RB_STD_FillDepthBuffer

If we are rendering a subview with a near clip plane, use a second texture
to force the alpha test to fail when behind that clip plane
=====================
*/
void RB_STD_FillDepthBuffer(drawSurf_t **drawSurfs, int numDrawSurfs)
{
	// if we are just doing 2D rendering, no need to fill the depth buffer
	if (!backEnd.viewDef->viewEntitys) {
		return;
	}

	RB_LogComment("---------- RB_STD_FillDepthBuffer ----------\n");

	// enable the second texture for mirror plane clipping if needed
	if (backEnd.viewDef->numClipPlanes) {
		GL_SelectTexture(1);
		globalImages->alphaNotchImage->Bind();
		qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
		qglEnable(GL_TEXTURE_GEN_S);
		qglTexCoord2f(1, 0.5);
	}

	// the first texture will be used for alpha tested surfaces
	GL_SelectTexture(0);
	qglEnableClientState(GL_TEXTURE_COORD_ARRAY);

	// decal surfaces may enable polygon offset
	qglPolygonOffset(r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat());

	GL_State(GLS_DEPTHFUNC_LESS);

	// Enable stencil test if we are going to be using it for shadows.
	// If we didn't do this, it would be legal behavior to get z fighting
	// from the ambient pass and the light passes.
	qglEnable(GL_STENCIL_TEST);
	qglStencilFunc(GL_ALWAYS, 1, 255);

	RB_RenderDrawSurfListWithFunction(drawSurfs, numDrawSurfs, RB_T_FillDepthBuffer);

	if (backEnd.viewDef->numClipPlanes) {
		GL_SelectTexture(1);
		globalImages->BindNull();
		qglDisable(GL_TEXTURE_GEN_S);
		GL_SelectTexture(0);
	}

}
开发者ID:AreaScout,项目名称:dante-doom3-odroid,代码行数:51,代码来源:draw_common.cpp

示例14: RB_EndSurface

/*
=============
RB_DrawSurfs

=============
*/
const void	*RB_DrawSurfs( const void *data ) {
	const drawSurfsCommand_t	*cmd;

	// finish any 2D drawing if needed
	if ( tess.numIndexes ) {
		RB_EndSurface();
	}

	cmd = (const drawSurfsCommand_t *)data;

	backEnd.refdef = cmd->refdef;
	backEnd.viewParms = cmd->viewParms;

    if(r_subviewStencil->integer)
    {
        assert(backEnd.stencil_level == cmd->viewParms.subview_level);
        if(qtrue == backEnd.stencil_draw)
        {
            qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
            backEnd.stencil_draw = qfalse;
        }

        if(backEnd.stencil_level)
        {
            // pass if: backEnd.stencil_level <= stencil
            qglStencilFunc(GL_LEQUAL, backEnd.stencil_level, ~0U);
            backEnd.stencil_level--;
        }
    }

	RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );

    if(r_subviewStencil->integer)
    {
        if(backEnd.stencil_test && 0 == backEnd.stencil_level)
        {
            qglDisable(GL_STENCIL_TEST);
            backEnd.stencil_test = qfalse;
        }
    }

	return (const void *)(cmd + 1);
}
开发者ID:asvo,项目名称:quake3.gpl.old,代码行数:49,代码来源:tr_backend.c

示例15: RB_SetGLDefaults

/*
* RB_SetGLDefaults
*/
static void RB_SetGLDefaults( void )
{
	if( glConfig.stencilBits )
	{
		qglStencilMask( ( GLuint ) ~0 );
		qglStencilFunc( GL_EQUAL, 128, 0xFF );
		qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
	}

	qglDisable( GL_CULL_FACE );
	qglFrontFace( GL_CCW );
	qglDisable( GL_BLEND );
	qglDepthFunc( GL_LEQUAL );
	qglDepthMask( GL_FALSE );
	qglDisable( GL_POLYGON_OFFSET_FILL );
	qglPolygonOffset( -1.0f, 0.0f ); // units will be handled by RB_DepthOffset
	qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
	qglEnable( GL_DEPTH_TEST );
#ifndef GL_ES_VERSION_2_0
	qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
#endif
	qglFrontFace( GL_CCW );
}
开发者ID:cfr,项目名称:qfusion,代码行数:26,代码来源:r_backend.c


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