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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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audio | ||
client | ||
console | ||
ecs | ||
gamecode | ||
gib | ||
image | ||
input | ||
models | ||
net | ||
qw | ||
ruamoko | ||
scene | ||
ui | ||
util | ||
video | ||
Makemodule.am |