Use the pink checkerboard instead of pure white. This makes it obvious that the texture is missing, hides an ATI driver bug, and generally looks a bit better.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1854 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -29,6 +29,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include <ctype.h>
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extern int missing_texture;
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//Spike: Marked code removal areas with FIZME
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@ -282,6 +284,8 @@ static void Shader_ParseSkySides ( char **ptr, int *images )
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} else {
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Com_sprintf ( path, sizeof(path), "%s_%s", token, suf[i] );
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images[i] = Mod_LoadHiResTexture ( path, NULL, true, false, true);//|IT_SKY );
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if (!images[i])
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images[i] = missing_texture;
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}
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}
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}
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@ -1412,6 +1416,8 @@ void Shader_Finish ( shader_t *s )
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pass = &s->passes[0];
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pass->tcgen = TC_GEN_BASE;
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pass->anim_frames[0] = Mod_LoadHiResTexture(s->name, NULL, true, false, true);//GL_FindImage (shortname, 0);
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if (!pass->anim_frames[0])
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pass->anim_frames[0] = missing_texture;
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pass->depthfunc = GL_LEQUAL;
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pass->flags = SHADER_PASS_DEPTHWRITE;
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pass->rgbgen = RGB_GEN_VERTEX;
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@ -1748,6 +1754,9 @@ void Shader_DefaultBSP(char *shortname, shader_t *s)
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pass->flags = SHADER_PASS_BLEND | SHADER_PASS_NOCOLORARRAY;
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pass->tcgen = TC_GEN_BASE;
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pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, NULL, true, false, true);//GL_FindImage (shortname, 0);
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if (!pass->anim_frames[0])
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pass->anim_frames[0] = missing_texture;
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pass->anim_numframes = 1;
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pass->blendsrc = GL_ZERO;
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pass->blenddst = GL_SRC_COLOR;
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pass->blendmode = GL_MODULATE;
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@ -1777,6 +1786,8 @@ void Shader_DefaultBSPVertex(char *shortname, shader_t *s)
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pass = &s->passes[0];
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pass->tcgen = TC_GEN_BASE;
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pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, NULL, true, false, true);//GL_FindImage (shortname, 0);
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if (!pass->anim_frames[0])
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pass->anim_frames[0] = missing_texture;
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pass->depthfunc = GL_LEQUAL;
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pass->flags = SHADER_PASS_DEPTHWRITE;
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pass->rgbgen = RGB_GEN_VERTEX;
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@ -1806,6 +1817,8 @@ void Shader_DefaultBSPFlare(char *shortname, shader_t *s)
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pass->blenddst = GL_ONE;
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pass->blendmode = GL_MODULATE;
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pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, NULL, true, true, true);//GL_FindImage (shortname, 0);
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if (!pass->anim_frames[0])
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pass->anim_frames[0] = missing_texture;
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pass->depthfunc = GL_LEQUAL;
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pass->rgbgen = RGB_GEN_VERTEX;
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pass->alphagen = ALPHA_GEN_IDENTITY;
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@ -1834,6 +1847,8 @@ void Shader_DefaultSkin(char *shortname, shader_t *s)
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s->numpasses = 0;
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tex = Mod_LoadHiResTexture(shortname, NULL, true, true, true);
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if (!tex)
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tex = missing_texture;
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// if (tex)
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{
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pass = &s->passes[s->numpasses++];
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@ -1933,6 +1948,8 @@ void Shader_DefaultSkinShell(char *shortname, shader_t *s)
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pass = &s->passes[0];
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pass->flags = SHADER_PASS_DEPTHWRITE | SHADER_PASS_BLEND;
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pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, NULL, true, true, true);//GL_FindImage (shortname, 0);
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if (!pass->anim_frames[0])
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pass->anim_frames[0] = missing_texture;
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pass->depthfunc = GL_LEQUAL;
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pass->rgbgen = RGB_GEN_ENTITY;
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pass->alphagen = ALPHA_GEN_ENTITY;
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@ -1958,6 +1975,8 @@ void Shader_DefaultSkinShell(char *shortname, shader_t *s)
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}
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void Shader_Default2D(char *shortname, shader_t *s)
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{
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mpic_t *mp;
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shaderpass_t *pass;
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pass = &s->passes[0];
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pass->flags = SHADER_PASS_BLEND | SHADER_PASS_NOCOLORARRAY;
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@ -1965,6 +1984,15 @@ void Shader_Default2D(char *shortname, shader_t *s)
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pass->blenddst = GL_ONE_MINUS_SRC_ALPHA;
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pass->blendmode = GL_MODULATE;
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pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, NULL, false, true, true);//GL_FindImage (shortname, IT_NOPICMIP|IT_NOMIPMAP);
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if (!pass->anim_frames[0])
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{
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mp = Draw_SafeCachePic(va("%s.lmp", shortname));
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if (mp)
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pass->anim_frames[0] = *(int*)mp->data;
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if (!pass->anim_frames[0])
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pass->anim_frames[0] = missing_texture;
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}
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pass->depthfunc = GL_LEQUAL;
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pass->rgbgen = RGB_GEN_VERTEX;
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pass->alphagen = ALPHA_GEN_VERTEX;
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