q2w bsp format support.
automatic lightmap texture scaling to retain more performance on large maps. r_clutter preliminary implementation should probably fix up the shader still. CSQC_Parse_Damage implemented. finally implement q2 inventory. fix mixer overflow crash. glsl can now use s_diffuse etc to force inclusion of a diffuse sampler/texture, meaning shaders don't need to include them. fix issue with writeip git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4841 fc73d0e0-1445-4013-8a0c-d673dee63da5
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100 changed files with 3502 additions and 2204 deletions
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@ -3063,9 +3063,6 @@ void Terr_DrawTerrainModel (batch_t **batches, entity_t *e)
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Terr_DrawInBounds(&tdibctx, bounds[0], bounds[2], bounds[1]-bounds[0], bounds[3]-bounds[2]);
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}
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typedef struct fragmentdecal_s fragmentdecal_t;
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void Fragment_ClipPoly(fragmentdecal_t *dec, int numverts, float *inverts);
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void Terrain_ClipDecal(fragmentdecal_t *dec, float *center, float radius, model_t *model)
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{
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int min[2], max[2], mint[2], maxt[2];
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@ -3145,8 +3142,9 @@ void Terrain_ClipDecal(fragmentdecal_t *dec, float *center, float radius, model_
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vert[5][2] = s->heights[(tx+1) + (ty+1)*SECTHEIGHTSIZE];
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}
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Fragment_ClipPoly(dec, 3, &vert[0][0]);
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Fragment_ClipPoly(dec, 3, &vert[3][0]);
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//fixme: per-section shaders for clutter info. this kinda sucks.
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Fragment_ClipPoly(dec, 3, &vert[0][0], hm->shader);
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Fragment_ClipPoly(dec, 3, &vert[3][0], hm->shader);
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}
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}
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}
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@ -4660,6 +4658,7 @@ void Terr_FinishTerrain(model_t *mod)
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"map $diffuse\n"
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"blendfunc add\n"
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"}\n"
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//FIXME: these maps are a legacy thing, and could be removed if third-party glsl properly contains s_diffuse
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"{\n"
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"map $upperoverlay\n"
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"}\n"
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@ -4697,6 +4696,7 @@ void Terr_FinishTerrain(model_t *mod)
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"}\n"
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"}\n"
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//FIXME: these maps are a legacy thing, and could be removed if third-party glsl properly contains s_diffuse
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"{\n"
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"map $diffuse\n"
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"}\n"
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