Permission to kill the glass-shader hack.
It would have been cvar'd, but we figured it'd be a waste of LOC. Handle this in the game-logic instead. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5663 fc73d0e0-1445-4013-8a0c-d673dee63da5
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3 changed files with 2 additions and 22 deletions
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@ -381,8 +381,6 @@ qbyte *W_ConvertWAD3Texture(miptex_t *tex, size_t lumpsize, int *width, int *hei
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if (tex->name[0] == '{')
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alpha = 1;
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else if (!strncmp(tex->name, "window", 6) || !strncmp(tex->name, "glass", 5))
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alpha = 2;
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if (tex->width > 0x10000 || tex->height > 0x10000)
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return NULL;
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@ -4145,11 +4145,7 @@ static qboolean Mod_LoadFaces (model_t *loadmodel, bspx_header_t *bspx, qbyte *m
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out->flags |= (SURF_DRAWALPHA);
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continue;
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}
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if (!Q_strncmp(out->texinfo->texture->name,"glass",5)) // alpha
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{
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out->flags |= (SURF_DRAWALPHA);
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continue;
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}
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if (out->flags & SURF_DRAWALPHA)
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out->flags &= ~SURF_DRAWALPHA;
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}
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@ -43,6 +43,7 @@ sh_config_t sh_config;
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cvar_t r_vertexlight = CVARFD("r_vertexlight", "0", CVAR_SHADERSYSTEM, "Hack loaded shaders to remove detail pass and lightmap sampling for faster rendering.");
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cvar_t r_forceprogramify = CVARAFD("r_forceprogramify", "0", "dpcompat_makeshitup", CVAR_SHADERSYSTEM, "Reduce the shader to a single texture, and then make stuff up about its mother. The resulting fist fight results in more colour when you shine a light upon its face.\nSet to 2 to ignore 'depthfunc equal' and 'tcmod scale' in order to tolerate bizzare shaders made for a bizzare engine.\nBecause most shaders made for DP are by people who _clearly_ have no idea what the heck they're doing, you'll typically need the '2' setting.");
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cvar_t dpcompat_nopremulpics = CVARFD("dpcompat_nopremulpics", "0", CVAR_SHADERSYSTEM, "By default FTE uses premultiplied alpha for hud/2d images, while DP does not (which results in halos with low-res content). Unfortunately DDS files would need to be recompressed, resulting in visible issues.");
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extern cvar_t r_glsl_offsetmapping_reliefmapping;
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extern cvar_t r_drawflat;
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extern cvar_t r_shaderblobs;
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@ -6766,21 +6767,6 @@ void Shader_DefaultBSPQ1(parsestate_t *ps, const char *shortname, const void *ar
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);
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}
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/*Hack: note that halflife would normally expect you to use rendermode/renderampt*/
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if (!builtin && (!strncmp(shortname, "glass", 5)/* || !strncmp(shortname, "window", 6)*/))
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{
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/*alpha bended*/
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builtin = (
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"{\n"
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"{\n"
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"map $diffuse\n"
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"tcgen base\n"
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"blendfunc blend\n"
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"}\n"
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"}\n"
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);
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}
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if (builtin)
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Shader_DefaultScript(ps, shortname, builtin);
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else
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