Small tweeks, bugfixes, breakages, cleanups...

Added $reflection texture map for (water) shaders. Just renders the screen to an fbo before rendering the surface.
hub/savegame fixes.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4034 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2012-05-09 15:30:53 +00:00
parent 7b5a5f6f9e
commit 33a540806e
105 changed files with 3323 additions and 1713 deletions

View file

@ -214,10 +214,9 @@ vfsfile_t *FS_DecompressGZip(vfsfile_t *infile)
typedef struct
{
fsbucket_t bucket;
char name[MAX_QPATH];
int filepos, filelen;
bucket_t bucket;
} zpackfile_t;
@ -261,20 +260,14 @@ static void FSZIP_ClosePath(void *handle)
Z_Free(zip->files);
Z_Free(zip);
}
static void FSZIP_BuildHash(void *handle)
static void FSZIP_BuildHash(void *handle, int depth)
{
zipfile_t *zip = handle;
int i;
for (i = 0; i < zip->numfiles; i++)
{
if (!Hash_GetInsensative(&filesystemhash, zip->files[i].name))
{
fs_hash_files++;
Hash_AddInsensative(&filesystemhash, zip->files[i].name, &zip->files[i], &zip->files[i].bucket);
}
else
fs_hash_dups++;
FS_AddFileHash(depth, zip->files[i].name, &zip->files[i].bucket, &zip->files[i]);
}
}
static qboolean FSZIP_FLocate(void *handle, flocation_t *loc, const char *filename, void *hashedresult)