fix lumas missing on q3 bsps.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4693 fc73d0e0-1445-4013-8a0c-d673dee63da5
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2 changed files with 11 additions and 1 deletions
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@ -1954,6 +1954,7 @@ static qboolean Shaderpass_MapGen (shader_t *shader, shaderpass_t *pass, char *t
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{
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{
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pass->texgen = T_GEN_FULLBRIGHT;
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pass->texgen = T_GEN_FULLBRIGHT;
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pass->tcgen = TC_GEN_BASE;
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pass->tcgen = TC_GEN_BASE;
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shader->flags |= SHADER_HASFULLBRIGHT;
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}
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}
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else if (!Q_stricmp (tname, "$upperoverlay"))
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else if (!Q_stricmp (tname, "$upperoverlay"))
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{
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{
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@ -3929,9 +3930,17 @@ void QDECL R_BuildDefaultTexnums(texnums_t *tn, shader_t *shader)
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}
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}
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TEXASSIGN(shader->defaulttextures.specular, tn->specular);
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TEXASSIGN(shader->defaulttextures.specular, tn->specular);
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}
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}
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if (!TEXVALID(shader->defaulttextures.fullbright))
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if (!TEXVALID(shader->defaulttextures.fullbright))
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{
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if ((shader->flags & SHADER_HASFULLBRIGHT) && r_fb_bmodels.value && gl_load24bit.value)
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{
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if (!TEXVALID(tn->fullbright))
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tn->specular = R_LoadHiResTexture(va("%s_luma", imagename), NULL, 0);
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}
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TEXASSIGN(shader->defaulttextures.fullbright, tn->fullbright);
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TEXASSIGN(shader->defaulttextures.fullbright, tn->fullbright);
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}
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}
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}
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void Shader_DefaultScript(const char *shortname, shader_t *s, const void *args)
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void Shader_DefaultScript(const char *shortname, shader_t *s, const void *args)
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{
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{
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@ -529,8 +529,9 @@ struct shader_s
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SHADER_HASREFRACTDEPTH = 1 << 21, //refraction generation needs to generate a depth texture too.
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SHADER_HASREFRACTDEPTH = 1 << 21, //refraction generation needs to generate a depth texture too.
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SHADER_HASNORMALMAP = 1 << 22, //says that we need to load a normalmap texture
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SHADER_HASNORMALMAP = 1 << 22, //says that we need to load a normalmap texture
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SHADER_HASRIPPLEMAP = 1 << 23, //water surface disturbances for water splashes
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SHADER_HASRIPPLEMAP = 1 << 23, //water surface disturbances for water splashes
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SHADER_HASGLOSS = 1 << 24, //
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SHADER_HASGLOSS = 1 << 24, //needs a _spec texture, if possible.
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SHADER_NOSHADOWS = 1 << 25, //don't cast shadows
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SHADER_NOSHADOWS = 1 << 25, //don't cast shadows
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SHADER_HASFULLBRIGHT = 1 << 26, //needs a fullbright texture, if possible.
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} flags;
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} flags;
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program_t *prog;
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program_t *prog;
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