Handle detail textures correctly when r_detailedTextures is set to 0.

This commit is contained in:
Thilo Schulz 2008-04-06 16:29:22 +00:00
parent 43ac1eca6a
commit cafbb38d85

View file

@ -2152,7 +2152,7 @@ static shader_t *FinishShader( void ) {
//
// set appropriate stage information
//
for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ ) {
for ( stage = 0; stage < MAX_SHADER_STAGES; ) {
shaderStage_t *pStage = &stages[stage];
if ( !pStage->active ) {
@ -2163,17 +2163,33 @@ static shader_t *FinishShader( void ) {
if ( !pStage->bundle[0].image[0] ) {
ri.Printf( PRINT_WARNING, "Shader %s has a stage with no image\n", shader.name );
pStage->active = qfalse;
stage++;
continue;
}
//
// ditch this stage if it's detail and detail textures are disabled
//
if ( pStage->isDetail && !r_detailTextures->integer ) {
if ( stage < ( MAX_SHADER_STAGES - 1 ) ) {
memmove( pStage, pStage + 1, sizeof( *pStage ) * ( MAX_SHADER_STAGES - stage - 1 ) );
Com_Memset( pStage + 1, 0, sizeof( *pStage ) );
if ( pStage->isDetail && !r_detailTextures->integer )
{
int index;
for(index = stage + 1; index < MAX_SHADER_STAGES; index++)
{
if(!stages[index].active)
break;
}
if(index < MAX_SHADER_STAGES)
memmove(pStage, pStage + 1, sizeof(*pStage) * (index - stage));
else
{
if(stage + 1 < MAX_SHADER_STAGES)
memmove(pStage, pStage + 1, sizeof(*pStage) * (index - stage - 1));
Com_Memset(&stages[index - 1], 0, sizeof(*stages));
}
continue;
}
@ -2242,6 +2258,8 @@ static shader_t *FinishShader( void ) {
}
}
}
stage++;
}
// there are times when you will need to manually apply a sort to