Client: 'buildcubemaps' will toggle r_skipEnvmap, which is now also defaulting to a black clear color (akin to Source)
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2 changed files with 5 additions and 1 deletions
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@ -186,6 +186,7 @@ varying vec3 norm;
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// the lighting stage for the world
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#if defined(BUMP)
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float refl = texture2D(s_normalmap, tex_c).a;
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// whether to respect our bump, or to act flat
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#if r_skipNormal == 0
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@ -200,7 +201,6 @@ varying vec3 norm;
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#if r_skipEnvmap == 0
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vec3 cube_c;
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vec3 env_f;
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float refl = texture2D(s_normalmap, tex_c).a;
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cube_c = reflect(normalize(-eyevector), vec3(0.0, 0.0, 1.0));
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cube_c = cube_c.x * invsurface[0] +
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cube_c.y * invsurface[1] +
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@ -208,6 +208,8 @@ varying vec3 norm;
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cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;
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env_f = textureCube(s_reflectcube, cube_c).rgb * (e_lmscale.rgb * 0.25);
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diffuse_f.rgb = mix(env_f, diffuse_f.rgb, refl);
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#else
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diffuse_f.rgb = mix(vec3(0.0, 0.0, 0.0), diffuse_f.rgb, refl);
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#endif
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#else
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diffuse_f.rgb *= lightmap_fragment();
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@ -115,6 +115,7 @@ CMap_Shoot(void)
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self.nextthink = time + 0.25f;
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} else {
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print("^2Cubemaps done...\n");
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localcmd("r_skipEnvmap 0\n");
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localcmd("vid_reload\n");
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g_iCubeProcess = FALSE;
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remove(self);
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@ -159,6 +160,7 @@ CMap_Build(void)
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localcmd("r_wireframe 0\n");
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localcmd("r_hdr_irisadaptation 0\n");
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localcmd("r_postprocshader \"\"0\n");
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localcmd("r_skipEnvmap 1\n");
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print("^4Building cubemaps...\n");
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g_eCubeCycle = spawn();
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g_eCubeCycle.owner = find(world, classname, "env_cubemap");
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