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gl bmodel fullbrights implemented. I hope. I'll find out for sure when I get
home.
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7 changed files with 74 additions and 8 deletions
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@ -38,6 +38,8 @@
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#include "quakefs.h"
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#include "glquake.h"
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int Mod_Fullbright(byte *skin, int width, int height, char *name);
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extern model_t *loadmodel;
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extern char loadname[];
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@ -48,7 +50,11 @@ const int mod_lightmap_bytes=3;
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void
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Mod_ProcessTexture(miptex_t *mt, texture_t *tx)
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{
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char name[32];
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texture_mode = GL_LINEAR_MIPMAP_NEAREST; //_LINEAR;
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snprintf (name, sizeof(name), "fb_%s", mt->name);
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tx->gl_fb_texturenum = Mod_Fullbright ((byte *)(tx+1), tx->width, tx->height, name);
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tx->gl_texturenum = GL_LoadTexture (mt->name, tx->width, tx->height, (byte *)(tx+1), true, false, 1);
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texture_mode = GL_LINEAR;
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}
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