mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-25 21:41:44 +00:00
the blood decals on pukka3tourney2 were broken because of code adding lightmap stages
This commit is contained in:
parent
32de17e9b2
commit
b5ee082797
1 changed files with 0 additions and 14 deletions
|
@ -1758,20 +1758,6 @@ static void FindLightingStages()
|
|||
|
||||
shader.lightingStages[ type ] = i;
|
||||
}
|
||||
|
||||
// having to add lightmap stages to every shader by hand is beyond retarded
|
||||
if ( (shader.lightmapIndex >= 0) && (shader.lightingStages[ST_LIGHTMAP] == -1) ) {
|
||||
if (i >= MAX_SHADER_STAGES)
|
||||
ri.Error( ERR_DROP, "too many stages in shader %s\n", shader.name );
|
||||
shader.lightingStages[ST_LIGHTMAP] = i;
|
||||
stages[i].active = qtrue;
|
||||
stages[i].type = ST_LIGHTMAP;
|
||||
stages[i].tcGen = TCGEN_LIGHTMAP;
|
||||
stages[i].bundle.image[0] = tr.lightmaps[shader.lightmapIndex];
|
||||
stages[i].rgbGen = CGEN_IDENTITY; // lightmaps are scaled on creation for identitylight
|
||||
stages[i].stateBits = GLS_DEFAULT | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
|
||||
++shader.numStages;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue