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the blood decals on pukka3tourney2 were broken because of code adding lightmap stages
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1 changed files with 0 additions and 14 deletions
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@ -1758,20 +1758,6 @@ static void FindLightingStages()
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shader.lightingStages[ type ] = i;
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shader.lightingStages[ type ] = i;
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}
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}
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// having to add lightmap stages to every shader by hand is beyond retarded
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if ( (shader.lightmapIndex >= 0) && (shader.lightingStages[ST_LIGHTMAP] == -1) ) {
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if (i >= MAX_SHADER_STAGES)
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ri.Error( ERR_DROP, "too many stages in shader %s\n", shader.name );
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shader.lightingStages[ST_LIGHTMAP] = i;
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stages[i].active = qtrue;
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stages[i].type = ST_LIGHTMAP;
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stages[i].tcGen = TCGEN_LIGHTMAP;
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stages[i].bundle.image[0] = tr.lightmaps[shader.lightmapIndex];
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stages[i].rgbGen = CGEN_IDENTITY; // lightmaps are scaled on creation for identitylight
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stages[i].stateBits = GLS_DEFAULT | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
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++shader.numStages;
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}
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}
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}
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