Noshadow shader command
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1 changed files with 3 additions and 5 deletions
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@ -274,6 +274,7 @@ void findNeighbourForEdge(glpoly_t *poly, int neighindex) {
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p = loadmodel->surfaces[i].polys;
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p = loadmodel->surfaces[i].polys;
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if(!p) continue; //surface is a curve or a md3
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if(!p) continue; //surface is a curve or a md3
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if(loadmodel->surfaces[i].shader->shader->flags & SURF_NOSHADOW) continue; //no neighbours without shadows
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//check if it has a shared vertex
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//check if it has a shared vertex
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for (j=0; j<p->numneighbours; j++) {
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for (j=0; j<p->numneighbours; j++) {
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@ -695,12 +696,9 @@ void ModQ3_SetupFaces (void)
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//fill in the glpoly
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//fill in the glpoly
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TangentForPoly(poly->indecies,&tempVertices[0],s->tangent,s->binormal);
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TangentForPoly(poly->indecies,&tempVertices[0],s->tangent,s->binormal);
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//Scale up the tangent space a bit while this is a bit hacky it makes the bump look
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//much better, "more deep".
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VectorScale(s->tangent,r_tangentscale.value,s->tangent);
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VectorScale(s->binormal,r_tangentscale.value,s->binormal);
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findNeighbours(poly);
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if(s->shader->shader->flags & SURF_NOSHADOW) continue;
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findNeighbours(poly);
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}
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}
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Con_Printf(" Checked %i edges\n",numnormal);
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Con_Printf(" Checked %i edges\n",numnormal);
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Con_Printf(" %i single edges\n",noneighbour);
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Con_Printf(" %i single edges\n",noneighbour);
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