Few bug fixes and some q3 compatable shaders.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@354 fc73d0e0-1445-4013-8a0c-d673dee63da5
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43 changed files with 4306 additions and 389 deletions
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@ -1217,6 +1217,7 @@ Mod_LoadLighting
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void GLMod_LoadLighting (lump_t *l)
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{
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qbyte *luxdata = NULL;
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int mapcomeswith24bitcolouredlighting = false;
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loadmodel->rgblighting = false;
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//lit file light intensity is made to match the world's light intensity.
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@ -1232,7 +1233,10 @@ void GLMod_LoadLighting (lump_t *l)
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return;
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}
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if (r_loadlits.value && gl_bumpmappingpossible) //fixme: adjust the light intensities.
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if (loadmodel->fromgame == fg_halflife || loadmodel->fromgame == fg_quake2 || loadmodel->fromgame == fg_quake3)
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mapcomeswith24bitcolouredlighting = true;
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if (!mapcomeswith24bitcolouredlighting && r_loadlits.value && gl_bumpmappingpossible) //fixme: adjust the light intensities.
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{ //the map util has a '-scalecos X' parameter. use 0 if you're going to use only just lux. without lux scalecos 0 is hideous.
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char luxname[MAX_QPATH];
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if (!luxdata)
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@ -1280,7 +1284,7 @@ void GLMod_LoadLighting (lump_t *l)
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}
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}
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if (r_loadlits.value)
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if (!mapcomeswith24bitcolouredlighting && r_loadlits.value)
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{
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qbyte *litdata = NULL;
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char *litname;
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@ -1364,11 +1368,11 @@ void GLMod_LoadLighting (lump_t *l)
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// else
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//failed to find
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}
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if (loadmodel->fromgame == fg_halflife || loadmodel->fromgame == fg_quake2 || loadmodel->fromgame == fg_quake3)
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if (mapcomeswith24bitcolouredlighting)
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loadmodel->rgblighting = true;
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#ifdef RUNTIMELIGHTING
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if (r_loadlits.value == 2 && !lightmodel && (loadmodel->rgblighting != true || (!luxdata && gl_bumpmappingpossible)))
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else if (r_loadlits.value == 2 && !lightmodel && (loadmodel->rgblighting != true || (!luxdata && gl_bumpmappingpossible)))
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{
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qbyte *litdata = NULL;
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int i;
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