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BSP textures have pre-generated mips, including the transparent textures, but mips don't play nicely with the transparency color (255): it gets blended to other colors (at least in ad tears). Regenerating the mips from the rgba texture (using transparent black) produces nice results. Also, needed to discard on 0 alpha to avoid weird interactions with fog (I didn't know ad tears had fog: I guess I had last loaded it before implementing fog). |
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.. | ||
alias | ||
brush | ||
iqm | ||
sprite | ||
test | ||
clip_hull.c | ||
fullbright.c | ||
gl_model_fullbright.c | ||
gl_skin.c | ||
glsl_skin.c | ||
Makemodule.am | ||
model.c | ||
null_model.c | ||
portal.c | ||
skin.c | ||
sw_skin.c | ||
trace.c | ||
vulkan_skin.c | ||
winding.c |