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* Rewrite of R_LoadImage to make it more generic and data driven
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6 changed files with 117 additions and 44 deletions
17
README
17
README
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@ -314,10 +314,25 @@ SDL Keyboard Differences
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PNG support
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ioquake3 supports the use of PNG (Portable Network Graphic) images as
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textures. It should be noted that the use of such images in a maps will
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textures. It should be noted that the use of such images in a map will
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result in missing placeholder textures where the map is used with the id
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Quake 3 client or earlier versions of ioquake3.
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Recent versions of GtkRadiant and q3map2 support PNG images without
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modification. However GtkRadiant is not aware that PNG textures are supported
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by ioquake3. To change this behaviour open the file 'q3.game' in the 'games'
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directory of the GtkRadiant base directory with an editor and change the
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line:
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texturetypes="tga jpg"
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to
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texturetypes="tga jpg png"
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Restart GtkRadiant and PNG textures are now available.
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------------------------------------------------------------- Contributing -----
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Please send all patches to bugzilla (https://bugzilla.icculus.org), or join the
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@ -1207,7 +1207,6 @@ int FS_FOpenFileRead( const char *filename, fileHandle_t *file, qboolean uniqueF
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}
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}
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Com_DPrintf ("Can't find %s\n", filename);
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#ifdef FS_MISSING
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if (missingFiles) {
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fprintf(missingFiles, "%s\n", filename);
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@ -53,6 +53,28 @@ char *COM_SkipPath (char *pathname)
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return last;
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}
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/*
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============
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COM_GetExtension
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============
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*/
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const char *COM_GetExtension( const char *name ) {
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int length, i;
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length = strlen(name)-1;
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i = length;
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while (name[i] != '.')
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{
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i--;
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if (name[i] == '/' || i == 0)
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return ""; // no extension
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}
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return &name[i+1];
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}
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/*
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============
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COM_StripExtension
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@ -599,6 +599,7 @@ int Q_isnan( float x );
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float Com_Clamp( float min, float max, float value );
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char *COM_SkipPath( char *pathname );
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const char *COM_GetExtension( const char *name );
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void COM_StripExtension(const char *in, char *out, int destsize);
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void COM_DefaultExtension( char *path, int maxSize, const char *extension );
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@ -4376,6 +4376,27 @@ static void LoadPNG(const char *name, byte **pic, int *width, int *height)
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//===================================================================
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typedef struct
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{
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char *ext;
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void (*ImageLoader)( const char *, unsigned char **, int *, int * );
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} imageExtToLoaderMap_t;
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// Note that the ordering indicates the order of preference used
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// when there are multiple images of different formats available
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static imageExtToLoaderMap_t imageLoaders[ ] =
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{
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{ "tga", LoadTGA },
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{ "jpg", LoadJPG },
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{ "jpeg", LoadJPG },
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{ "png", LoadPNG },
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{ "pcx", LoadPCX32 },
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{ "bmp", LoadBMP }
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};
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static int numImageLoaders = sizeof( imageLoaders ) /
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sizeof( imageLoaders[ 0 ] );
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/*
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=================
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R_LoadImage
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@ -4384,53 +4405,71 @@ Loads any of the supported image types into a cannonical
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32 bit format.
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=================
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*/
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void R_LoadImage( const char *name, byte **pic, int *width, int *height ) {
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int len;
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void R_LoadImage( const char *name, byte **pic, int *width, int *height )
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{
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qboolean orgNameFailed = qfalse;
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int i;
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char localName[ MAX_QPATH ];
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const char *ext;
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*pic = NULL;
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*width = 0;
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*height = 0;
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len = strlen(name);
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if (len<5) {
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return;
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}
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Q_strncpyz( localName, name, MAX_QPATH );
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if ( !Q_stricmp( name+len-4, ".tga" ) ) {
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LoadTGA( name, pic, width, height );
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ext = COM_GetExtension( localName );
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// This is a hack to get around the fact that some
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// baseq3 shaders refer to tga files where the images
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// are actually jpgs
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if (!*pic) {
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// try jpg in place of tga
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char altname[MAX_QPATH];
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if( *ext )
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{
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// Look for the correct loader and use it
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for( i = 0; i < numImageLoaders; i++ )
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{
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if( !Q_stricmp( ext, imageLoaders[ i ].ext ) )
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{
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// Load
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imageLoaders[ i ].ImageLoader( localName, pic, width, height );
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break;
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}
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}
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strcpy( altname, name );
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len = strlen( altname );
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altname[len-3] = 'j';
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altname[len-2] = 'p';
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altname[len-1] = 'g';
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ri.Printf( PRINT_DEVELOPER, "WARNING: %s failed, trying %s\n", name, altname );
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LoadJPG( altname, pic, width, height );
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// A loader was found
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if( i < numImageLoaders )
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{
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if( *pic == NULL )
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{
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// Loader failed, most likely because the file isn't there;
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// try again without the extension
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orgNameFailed = qtrue;
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COM_StripExtension( name, localName, MAX_QPATH );
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}
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else
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{
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// Something loaded
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return;
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}
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}
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}
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else if ( !Q_stricmp(name+len-4, ".pcx") )
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// Try and find a suitable match using all
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// the image formats supported
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for( i = 0; i < numImageLoaders; i++ )
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{
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LoadPCX32( name, pic, width, height );
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}
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else if ( !Q_stricmp( name+len-4, ".bmp" ) )
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{
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LoadBMP( name, pic, width, height );
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}
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else if ( !Q_stricmp( name+len-4, ".jpg" ) )
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{
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LoadJPG( name, pic, width, height );
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}
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else if ( !Q_stricmp( name+len-4, ".png" ) )
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{
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LoadPNG( name, pic, width, height );
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char *altName = va( "%s.%s", localName, imageLoaders[ i ].ext );
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// Load
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imageLoaders[ i ].ImageLoader( altName, pic, width, height );
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if( *pic )
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{
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if( orgNameFailed )
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{
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ri.Printf( PRINT_DEVELOPER, "WARNING: %s not present, using %s instead\n",
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name, altName );
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}
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break;
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}
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}
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}
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@ -2416,7 +2416,6 @@ most world construction surfaces.
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*/
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shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImage ) {
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char strippedName[MAX_QPATH];
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char fileName[MAX_QPATH];
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int i, hash;
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char *shaderText;
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image_t *image;
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//
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// if not defined in the in-memory shader descriptions,
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// look for a single TGA, BMP, or PCX
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// look for a single supported image file
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//
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Q_strncpyz( fileName, name, sizeof( fileName ) );
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COM_DefaultExtension( fileName, sizeof( fileName ), ".tga" );
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image = R_FindImageFile( fileName, mipRawImage, mipRawImage, mipRawImage ? GL_REPEAT : GL_CLAMP );
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image = R_FindImageFile( name, mipRawImage, mipRawImage, mipRawImage ? GL_REPEAT : GL_CLAMP );
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if ( !image ) {
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ri.Printf( PRINT_DEVELOPER, "Couldn't find image for shader %s\n", name );
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ri.Printf( PRINT_DEVELOPER, "Couldn't find image file for shader %s\n", name );
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shader.defaultShader = qtrue;
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return FinishShader();
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}
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