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hmm. is that better at all?

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@269 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2004-09-30 22:46:24 +00:00
parent 6391f4428f
commit d592a4f647

View file

@ -338,6 +338,8 @@ static void PPL_BaseChain_NoBump_2TMU(msurface_t *s, texture_t *tex)
PPL_FlushArrays();
vi = s->lightmaptexturenum;
if (vi>=0)
{
GL_BindType(GL_TEXTURE_2D, lightmap_textures[vi] );
if (lightmap[vi]->modified)
{
@ -351,6 +353,7 @@ static void PPL_BaseChain_NoBump_2TMU(msurface_t *s, texture_t *tex)
theRect->h = 0;
theRect->w = 0;
}
}
}
PPL_GenerateArrays(s);
@ -584,6 +587,8 @@ static void PPL_BaseChain_Bump_4TMU(msurface_t *s, texture_t *tex)
#ifdef SPECULAR
//Draw a texture chain with specular exponant 1.
//erm...
//this uses the wrong stuff to work on gf4tis.
/*
static void PPL_BaseChain_Specular_4TMU(msurface_t *first, texture_t *tex)
{
@ -827,7 +832,7 @@ void PPL_LoadSpecularFragmentProgram(void)
//we have diffuse and specular - wahoo
//combine then halve.
"ADD diff.rgb, diff, spec;\n"
"MUL diff.rgb, diff, half;\n"
//"MUL diff.rgb, diff, half;\n"
//multiply by inverse lm and output the result.