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gl_shadeq1 stuff. q3 shaders on q1 maps.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@813 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -26,6 +26,10 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifdef RGLQUAKE
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#include "glquake.h"
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#ifdef Q3SHADERS
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#include "shader.h"
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#endif
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extern int gl_bumpmappingpossible;
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qboolean isnotmap = true; //used to not warp ammo models.
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@ -898,6 +902,7 @@ Mod_LoadTextures
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*/
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void GLMod_LoadTextures (lump_t *l)
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{
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extern cvar_t gl_shadeq1, gl_shadeq1_name;
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extern int gl_bumpmappingpossible;
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int i, j, pixels, num, max, altmax;
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miptex_t *mt;
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@ -1052,6 +1057,25 @@ TRACE(("dbg: GLMod_LoadTextures: inittexturedescs\n"));
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}
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}
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}
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#ifdef Q3SHADERS //load q3 syntax shader last, after the textures inside the bsp have been loaded and stuff.
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if (gl_shadeq1.value && *gl_shadeq1_name.string)
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{
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char *star;
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//find the *
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if (!strcmp(gl_shadeq1_name.string, "*"))
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tx->shader = R_RegisterShader(mt->name); //just load the regular name.
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else if (!(star = strchr(gl_shadeq1_name.string, '*')) || (strlen(gl_shadeq1_name.string)+strlen(mt->name)+1>=sizeof(altname))) //it's got to fit.
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tx->shader = R_RegisterShader(gl_shadeq1_name.string);
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else
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{
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strncpy(altname, gl_shadeq1_name.string, star-gl_shadeq1_name.string); //copy the left
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altname[star-gl_shadeq1_name.string] = '\0';
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strcat(altname, mt->name); //insert the *
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strcat(altname, star+1); //add any final text.
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tx->shader = R_RegisterShader(altname);
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}
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}
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#endif
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}
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//
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// sequence the animations
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