mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-26 22:31:05 +00:00
8c5c39cbe4
I'd forgotten (when doing the original brush texture loader) that turbulent surfaces were unlit and thus always full-bright, then never wrote the turb shader to take care of it. The best solution seems to be to just mix the two colors in the shader as it will allow turb surfaces to be lit in the future (probably with severely limited light counts due to being a forward renderer). |
||
---|---|---|
.. | ||
audio | ||
client | ||
console | ||
gamecode | ||
gib | ||
image | ||
input | ||
models | ||
net | ||
qw | ||
ruamoko | ||
scene | ||
ui | ||
util | ||
video | ||
Makemodule.am |