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gl_shadeq1 stuff. q3 shaders on q1 maps.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@813 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2005-01-18 21:03:46 +00:00
parent ec45a884ad
commit 8b0f803512

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@ -26,6 +26,10 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifdef RGLQUAKE
#include "glquake.h"
#ifdef Q3SHADERS
#include "shader.h"
#endif
extern int gl_bumpmappingpossible;
qboolean isnotmap = true; //used to not warp ammo models.
@ -898,6 +902,7 @@ Mod_LoadTextures
*/
void GLMod_LoadTextures (lump_t *l)
{
extern cvar_t gl_shadeq1, gl_shadeq1_name;
extern int gl_bumpmappingpossible;
int i, j, pixels, num, max, altmax;
miptex_t *mt;
@ -1052,6 +1057,25 @@ TRACE(("dbg: GLMod_LoadTextures: inittexturedescs\n"));
}
}
}
#ifdef Q3SHADERS //load q3 syntax shader last, after the textures inside the bsp have been loaded and stuff.
if (gl_shadeq1.value && *gl_shadeq1_name.string)
{
char *star;
//find the *
if (!strcmp(gl_shadeq1_name.string, "*"))
tx->shader = R_RegisterShader(mt->name); //just load the regular name.
else if (!(star = strchr(gl_shadeq1_name.string, '*')) || (strlen(gl_shadeq1_name.string)+strlen(mt->name)+1>=sizeof(altname))) //it's got to fit.
tx->shader = R_RegisterShader(gl_shadeq1_name.string);
else
{
strncpy(altname, gl_shadeq1_name.string, star-gl_shadeq1_name.string); //copy the left
altname[star-gl_shadeq1_name.string] = '\0';
strcat(altname, mt->name); //insert the *
strcat(altname, star+1); //add any final text.
tx->shader = R_RegisterShader(altname);
}
}
#endif
}
//
// sequence the animations