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
This commit is contained in:
Spoike 2015-03-03 00:14:43 +00:00
parent 02ab57490e
commit bed989f529
100 changed files with 3502 additions and 2204 deletions

View file

@ -3063,9 +3063,6 @@ void Terr_DrawTerrainModel (batch_t **batches, entity_t *e)
Terr_DrawInBounds(&tdibctx, bounds[0], bounds[2], bounds[1]-bounds[0], bounds[3]-bounds[2]);
}
typedef struct fragmentdecal_s fragmentdecal_t;
void Fragment_ClipPoly(fragmentdecal_t *dec, int numverts, float *inverts);
void Terrain_ClipDecal(fragmentdecal_t *dec, float *center, float radius, model_t *model)
{
int min[2], max[2], mint[2], maxt[2];
@ -3145,8 +3142,9 @@ void Terrain_ClipDecal(fragmentdecal_t *dec, float *center, float radius, model_
vert[5][2] = s->heights[(tx+1) + (ty+1)*SECTHEIGHTSIZE];
}
Fragment_ClipPoly(dec, 3, &vert[0][0]);
Fragment_ClipPoly(dec, 3, &vert[3][0]);
//fixme: per-section shaders for clutter info. this kinda sucks.
Fragment_ClipPoly(dec, 3, &vert[0][0], hm->shader);
Fragment_ClipPoly(dec, 3, &vert[3][0], hm->shader);
}
}
}
@ -4660,6 +4658,7 @@ void Terr_FinishTerrain(model_t *mod)
"map $diffuse\n"
"blendfunc add\n"
"}\n"
//FIXME: these maps are a legacy thing, and could be removed if third-party glsl properly contains s_diffuse
"{\n"
"map $upperoverlay\n"
"}\n"
@ -4697,6 +4696,7 @@ void Terr_FinishTerrain(model_t *mod)
"}\n"
"}\n"
//FIXME: these maps are a legacy thing, and could be removed if third-party glsl properly contains s_diffuse
"{\n"
"map $diffuse\n"
"}\n"