Noshadow shader command

This commit is contained in:
cholleme 2003-03-15 19:40:45 +00:00
parent ad42d86e71
commit fc6659d418

View file

@ -274,6 +274,7 @@ void findNeighbourForEdge(glpoly_t *poly, int neighindex) {
p = loadmodel->surfaces[i].polys;
if(!p) continue; //surface is a curve or a md3
if(loadmodel->surfaces[i].shader->shader->flags & SURF_NOSHADOW) continue; //no neighbours without shadows
//check if it has a shared vertex
for (j=0; j<p->numneighbours; j++) {
@ -695,12 +696,9 @@ void ModQ3_SetupFaces (void)
//fill in the glpoly
TangentForPoly(poly->indecies,&tempVertices[0],s->tangent,s->binormal);
//Scale up the tangent space a bit while this is a bit hacky it makes the bump look
//much better, "more deep".
VectorScale(s->tangent,r_tangentscale.value,s->tangent);
VectorScale(s->binormal,r_tangentscale.value,s->binormal);
findNeighbours(poly);
if(s->shader->shader->flags & SURF_NOSHADOW) continue;
findNeighbours(poly);
}
Con_Printf(" Checked %i edges\n",numnormal);
Con_Printf(" %i single edges\n",noneighbour);