openbsd-ports/games/openarena/patches/patch-code_renderer_tr_local_h
jakemsr 313837a2ff * use the sndio backend from games/quake, since ao uses (essentially)
the same audio engine as quake
* use -pthread instead of -lpthread for pthreads linkage
* oa defines an ALIGN macro, rename it to QALIGN to avoid clashing
  with the ALIGN macro from machine/param.h
* use /dev/arandom instead of /dev/urandom
ok jasper@
2010-05-27 03:47:28 +00:00

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$OpenBSD: patch-code_renderer_tr_local_h,v 1.1 2010/05/27 03:47:28 jakemsr Exp $
--- code/renderer/tr_local.h.orig Mon May 3 04:41:46 2010
+++ code/renderer/tr_local.h Mon May 3 04:42:13 2010
@@ -1302,16 +1302,16 @@ typedef struct stageVars
typedef struct shaderCommands_s
{
- glIndex_t indexes[SHADER_MAX_INDEXES] ALIGN(16);
- vec4_t xyz[SHADER_MAX_VERTEXES] ALIGN(16);
- vec4_t normal[SHADER_MAX_VERTEXES] ALIGN(16);
- vec2_t texCoords[SHADER_MAX_VERTEXES][2] ALIGN(16);
- color4ub_t vertexColors[SHADER_MAX_VERTEXES] ALIGN(16);
- int vertexDlightBits[SHADER_MAX_VERTEXES] ALIGN(16);
+ glIndex_t indexes[SHADER_MAX_INDEXES] QALIGN(16);
+ vec4_t xyz[SHADER_MAX_VERTEXES] QALIGN(16);
+ vec4_t normal[SHADER_MAX_VERTEXES] QALIGN(16);
+ vec2_t texCoords[SHADER_MAX_VERTEXES][2] QALIGN(16);
+ color4ub_t vertexColors[SHADER_MAX_VERTEXES] QALIGN(16);
+ int vertexDlightBits[SHADER_MAX_VERTEXES] QALIGN(16);
- stageVars_t svars ALIGN(16);
+ stageVars_t svars QALIGN(16);
- color4ub_t constantColor255[SHADER_MAX_VERTEXES] ALIGN(16);
+ color4ub_t constantColor255[SHADER_MAX_VERTEXES] QALIGN(16);
shader_t *shader;
float shaderTime;