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Add warnings for animMap and videoMap shader keywords
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2 changed files with 20 additions and 0 deletions
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@ -687,6 +687,8 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
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//
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else if ( !Q_stricmp( token, "animMap" ) )
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{
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int totalImages = 0;
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token = COM_ParseExt( text, qfalse );
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if ( !token[0] )
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{
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@ -721,6 +723,12 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
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}
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stage->bundle[0].numImageAnimations++;
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}
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totalImages++;
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}
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if ( totalImages > MAX_IMAGE_ANIMATIONS ) {
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ri.Printf( PRINT_WARNING, "WARNING: ignoring excess images for 'animMap' (found %d, max is %d) in shader '%s'\n",
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totalImages, MAX_IMAGE_ANIMATIONS, shader.name );
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}
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}
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else if ( !Q_stricmp( token, "videoMap" ) )
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@ -735,6 +743,8 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
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if (stage->bundle[0].videoMapHandle != -1) {
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stage->bundle[0].isVideoMap = qtrue;
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stage->bundle[0].image[0] = tr.scratchImage[stage->bundle[0].videoMapHandle];
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} else {
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ri.Printf( PRINT_WARNING, "WARNING: could not load '%s' for 'videoMap' keyword in shader '%s'\n", token, shader.name );
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}
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}
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//
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@ -744,6 +744,8 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
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//
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else if ( !Q_stricmp( token, "animMap" ) )
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{
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int totalImages = 0;
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token = COM_ParseExt( text, qfalse );
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if ( !token[0] )
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{
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@ -778,6 +780,12 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
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}
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stage->bundle[0].numImageAnimations++;
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}
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totalImages++;
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}
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if ( totalImages > MAX_IMAGE_ANIMATIONS ) {
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ri.Printf( PRINT_WARNING, "WARNING: ignoring excess images for 'animMap' (found %d, max is %d) in shader '%s'\n",
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totalImages, MAX_IMAGE_ANIMATIONS, shader.name );
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}
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}
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else if ( !Q_stricmp( token, "videoMap" ) )
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@ -792,6 +800,8 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
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if (stage->bundle[0].videoMapHandle != -1) {
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stage->bundle[0].isVideoMap = qtrue;
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stage->bundle[0].image[0] = tr.scratchImage[stage->bundle[0].videoMapHandle];
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} else {
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ri.Printf( PRINT_WARNING, "WARNING: could not load '%s' for 'videoMap' keyword in shader '%s'\n", token, shader.name );
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}
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}
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//
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