}
}
- loadmodel->brush.solidskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_solidtexture", TEXF_PRECACHE, (unsigned char *) solidpixels, w, h);
- loadmodel->brush.alphaskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_alphatexture", TEXF_ALPHA | TEXF_PRECACHE, (unsigned char *) alphapixels, w, h);
+ loadmodel->brush.solidskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_solidtexture", 0 , (unsigned char *) solidpixels, w, h);
+ loadmodel->brush.alphaskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_alphatexture", TEXF_ALPHA, (unsigned char *) alphapixels, w, h);
Mem_Free(solidpixels);
Mem_Free(alphapixels);
}
tx->reflectfactor = 1;
Vector4Set(tx->reflectcolor4f, 1, 1, 1, 1);
tx->r_water_wateralpha = 1;
+ tx->specularscalemod = 1;
+ tx->specularpowermod = 1;
}
if (!m)
}
else
{
- skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false);
+ skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_ALPHA | TEXF_MIPMAP | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false);
if (!skinframe)
- skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false);
+ skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_ALPHA | TEXF_MIPMAP | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false);
if (!skinframe)
{
// did not find external texture, load it from the bsp or wad3
{
tx->width = image_width;
tx->height = image_height;
- skinframe = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_ALPHA | TEXF_MIPMAP | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), pixels, image_width, image_height);
+ skinframe = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_ALPHA | TEXF_MIPMAP | (r_picmipworld.integer ? TEXF_PICMIP : 0), pixels, image_width, image_height);
}
if (freepixels)
Mem_Free(freepixels);
}
else if (mtdata) // texture included
- skinframe = R_SkinFrame_LoadInternalQuake(tx->name, TEXF_ALPHA | TEXF_MIPMAP | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false, r_fullbrights.integer, mtdata, tx->width, tx->height);
+ skinframe = R_SkinFrame_LoadInternalQuake(tx->name, TEXF_MIPMAP | (r_picmipworld.integer ? TEXF_PICMIP : 0), false, r_fullbrights.integer, mtdata, tx->width, tx->height);
}
// if skinframe is still NULL the "missing" texture will be used
if (skinframe)
{
// replace the texture with transparent black
Vector4Set(zero, 128, 128, 128, 128);
- tx->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_MIPMAP | TEXF_PRECACHE | TEXF_ALPHA, zero, 1, 1);
+ tx->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_MIPMAP | TEXF_ALPHA, zero, 1, 1);
tx->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_REFLECTION;
}
else if (!strncmp(tx->name,"*lava",5)
tx->basematerialflags |= MATERIALFLAG_WATERSCROLL | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
else
tx->basematerialflags |= MATERIALFLAG_WATERSCROLL | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW | MATERIALFLAG_WATERALPHA | MATERIALFLAG_WATERSHADER;
- if (tx->skinframes[0] && tx->skinframes[0]->fog)
+ if (tx->skinframes[0] && tx->skinframes[0]->hasalpha)
tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
}
else if (!strncmp(tx->name, "mirror", 6)) // Tenebrae
{
// replace the texture with black
- tx->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_PRECACHE, zero, 1, 1);
+ tx->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, 0, zero, 1, 1);
tx->basematerialflags |= MATERIALFLAG_REFLECTION;
}
else if (!strncmp(tx->name, "sky", 3))
tx->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
else if (!strcmp(tx->name, "caulk"))
tx->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
- else if (tx->skinframes[0] && tx->skinframes[0]->fog)
+ else if (tx->skinframes[0] && tx->skinframes[0]->hasalpha)
tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
// start out with no animation
}
#endif
-extern cvar_t gl_max_size;
+extern cvar_t gl_max_lightmapsize;
static void Mod_Q1BSP_LoadFaces(lump_t *l)
{
dface_t *in;
lightmaptexture = NULL;
deluxemaptexture = r_texture_blanknormalmap;
- lightmapnumber = 1;
- lightmapsize = max(256, gl_max_size.integer);
+ lightmapnumber = 0;
+ lightmapsize = bound(256, gl_max_lightmapsize.integer, (int)vid.maxtexturesize_2d);
totallightmapsamples = 0;
totalverts = 0;
// small maps (such as ammo boxes especially) don't need big lightmap
// textures, so this code tries to guess a good size based on
// totallightmapsamples (size of the lightmaps lump basically), as well as
- // trying to max out the gl_max_size if there is a lot of lightmap data to
- // store
+ // trying to max out the size if there is a lot of lightmap data to store
// additionally, never choose a lightmapsize that is smaller than the
// largest surface encountered (as it would fail)
i = lightmapsize;
- for (lightmapsize = 64; (lightmapsize < i) && (lightmapsize < gl_max_size.integer) && (totallightmapsamples > lightmapsize*lightmapsize); lightmapsize*=2)
+ for (lightmapsize = 64; (lightmapsize < i) && (lightmapsize < bound(128, gl_max_lightmapsize.integer, (int)vid.maxtexturesize_2d)) && (totallightmapsamples > lightmapsize*lightmapsize); lightmapsize*=2)
;
// now that we've decided the lightmap texture size, we can do the rest
if (loadmodel->texturepool == NULL)
loadmodel->texturepool = R_AllocTexturePool();
// could not find room, make a new lightmap
- lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+ loadmodel->brushq3.num_mergedlightmaps = lightmapnumber + 1;
+ loadmodel->brushq3.data_lightmaps = Mem_Realloc(loadmodel->mempool, loadmodel->brushq3.data_lightmaps, loadmodel->brushq3.num_mergedlightmaps * sizeof(loadmodel->brushq3.data_lightmaps[0]));
+ loadmodel->brushq3.data_deluxemaps = Mem_Realloc(loadmodel->mempool, loadmodel->brushq3.data_deluxemaps, loadmodel->brushq3.num_mergedlightmaps * sizeof(loadmodel->brushq3.data_deluxemaps[0]));
+ loadmodel->brushq3.data_lightmaps[lightmapnumber] = lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_ALLOWUPDATES | TEXF_MANUALFLUSHUPDATES, NULL);
if (loadmodel->brushq1.nmaplightdata)
- deluxemaptexture = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+ loadmodel->brushq3.data_deluxemaps[lightmapnumber] = deluxemaptexture = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_ALLOWUPDATES | TEXF_MANUALFLUSHUPDATES, NULL);
lightmapnumber++;
Mod_AllocLightmap_Reset(&allocState);
Mod_AllocLightmap_Block(&allocState, ssize, tsize, &lightmapx, &lightmapy);
}
portal_t;
-static portal_t *portalchain;
-
-/*
-===========
-AllocPortal
-===========
-*/
-static portal_t *AllocPortal(void)
-{
- portal_t *p;
- p = (portal_t *)Mem_Alloc(loadmodel->mempool, sizeof(portal_t));
- p->chain = portalchain;
- portalchain = p;
- return p;
-}
-
-static void FreePortal(portal_t *p)
-{
- Mem_Free(p);
-}
+static memexpandablearray_t portalarray;
static void Mod_Q1BSP_RecursiveRecalcNodeBBox(mnode_t *node)
{
static void Mod_Q1BSP_FinalizePortals(void)
{
- int i, j, numportals, numpoints;
- portal_t *p, *pnext;
+ int i, j, numportals, numpoints, portalindex, portalrange = Mem_ExpandableArray_IndexRange(&portalarray);
+ portal_t *p;
mportal_t *portal;
mvertex_t *point;
mleaf_t *leaf, *endleaf;
VectorSet(leaf->mins, 2000000000, 2000000000, 2000000000);
VectorSet(leaf->maxs, -2000000000, -2000000000, -2000000000);
}
- p = portalchain;
numportals = 0;
numpoints = 0;
- while (p)
+ for (portalindex = 0;portalindex < portalrange;portalindex++)
{
+ p = (portal_t*)Mem_ExpandableArray_RecordAtIndex(&portalarray, portalindex);
+ if (!p)
+ continue;
// note: this check must match the one below or it will usually corrupt memory
// the nodes[0] != nodes[1] check is because leaf 0 is the shared solid leaf, it can have many portals inside with leaf 0 on both sides
if (p->numpoints >= 3 && p->nodes[0] != p->nodes[1] && ((mleaf_t *)p->nodes[0])->clusterindex >= 0 && ((mleaf_t *)p->nodes[1])->clusterindex >= 0)
numportals += 2;
numpoints += p->numpoints * 2;
}
- p = p->chain;
}
loadmodel->brush.data_portals = (mportal_t *)Mem_Alloc(loadmodel->mempool, numportals * sizeof(mportal_t) + numpoints * sizeof(mvertex_t));
loadmodel->brush.num_portals = numportals;
// process all portals in the global portal chain, while freeing them
portal = loadmodel->brush.data_portals;
point = loadmodel->brush.data_portalpoints;
- p = portalchain;
- portalchain = NULL;
- while (p)
+ for (portalindex = 0;portalindex < portalrange;portalindex++)
{
- pnext = p->chain;
-
+ p = (portal_t*)Mem_ExpandableArray_RecordAtIndex(&portalarray, portalindex);
+ if (!p)
+ continue;
if (p->numpoints >= 3 && p->nodes[0] != p->nodes[1])
{
// note: this check must match the one above or it will usually corrupt memory
}
}
}
- FreePortal(p);
- p = pnext;
}
// now recalculate the node bounding boxes from the leafs
Mod_Q1BSP_RecursiveRecalcNodeBBox(loadmodel->brush.data_nodes + loadmodel->brushq1.hulls[0].firstclipnode);
}
#define PORTAL_DIST_EPSILON (1.0 / 32.0)
+static double *portalpointsbuffer;
+static int portalpointsbufferoffset;
+static int portalpointsbuffersize;
static void Mod_Q1BSP_RecursiveNodePortals(mnode_t *node)
{
int i, side;
mplane_t clipplane, *plane;
portal_t *portal, *nextportal, *nodeportal, *splitportal, *temp;
int numfrontpoints, numbackpoints;
- double frontpoints[3*MAX_PORTALPOINTS], backpoints[3*MAX_PORTALPOINTS];
+ double *frontpoints, *backpoints;
// if a leaf, we're done
if (!node->plane)
return;
+ // get some space for our clipping operations to use
+ if (portalpointsbuffersize < portalpointsbufferoffset + 6*MAX_PORTALPOINTS)
+ {
+ portalpointsbuffersize = portalpointsbufferoffset * 2;
+ portalpointsbuffer = Mem_Realloc(loadmodel->mempool, portalpointsbuffer, portalpointsbuffersize * sizeof(*portalpointsbuffer));
+ }
+ frontpoints = portalpointsbuffer + portalpointsbufferoffset;
+ portalpointsbufferoffset += 3*MAX_PORTALPOINTS;
+ backpoints = portalpointsbuffer + portalpointsbufferoffset;
+ portalpointsbufferoffset += 3*MAX_PORTALPOINTS;
+
plane = node->plane;
front = node->children[0];
// create the new portal by generating a polygon for the node plane,
// and clipping it by all of the other portals(which came from nodes above this one)
- nodeportal = AllocPortal();
+ nodeportal = (portal_t *)Mem_ExpandableArray_AllocRecord(&portalarray);
nodeportal->plane = *plane;
// TODO: calculate node bounding boxes during recursion and calculate a maximum plane size accordingly to improve precision (as most maps do not need 1 billion unit plane polygons)
}
// the portal is split
- splitportal = AllocPortal();
+ splitportal = (portal_t *)Mem_ExpandableArray_AllocRecord(&portalarray);
temp = splitportal->chain;
*splitportal = *portal;
splitportal->chain = temp;
Mod_Q1BSP_RecursiveNodePortals(front);
Mod_Q1BSP_RecursiveNodePortals(back);
+
+ portalpointsbufferoffset -= 6*MAX_PORTALPOINTS;
}
static void Mod_Q1BSP_MakePortals(void)
{
- portalchain = NULL;
+ Mem_ExpandableArray_NewArray(&portalarray, loadmodel->mempool, sizeof(portal_t), 1020*1024/sizeof(portal_t));
+ portalpointsbufferoffset = 0;
+ portalpointsbuffersize = 6*MAX_PORTALPOINTS*128;
+ portalpointsbuffer = Mem_Alloc(loadmodel->mempool, portalpointsbuffersize * sizeof(*portalpointsbuffer));
Mod_Q1BSP_RecursiveNodePortals(loadmodel->brush.data_nodes + loadmodel->brushq1.hulls[0].firstclipnode);
+ Mem_Free(portalpointsbuffer);
+ portalpointsbuffer = NULL;
+ portalpointsbufferoffset = 0;
+ portalpointsbuffersize = 0;
Mod_Q1BSP_FinalizePortals();
+ Mem_ExpandableArray_FreeArray(&portalarray);
}
//Returns PVS data for a given point
mod->Draw = R_Q1BSP_Draw;
mod->DrawDepth = R_Q1BSP_DrawDepth;
mod->DrawDebug = R_Q1BSP_DrawDebug;
+ mod->DrawPrepass = R_Q1BSP_DrawPrepass;
mod->GetLightInfo = R_Q1BSP_GetLightInfo;
mod->CompileShadowMap = R_Q1BSP_CompileShadowMap;
mod->DrawShadowMap = R_Q1BSP_DrawShadowMap;
mod->brush.qw_md4sum2 = 0;
for (i = 0;i < HEADER_LUMPS;i++)
{
+ int temp;
if (i == LUMP_ENTITIES)
continue;
- mod->brush.qw_md4sum ^= LittleLong(Com_BlockChecksum(mod_base + header->lumps[i].fileofs, header->lumps[i].filelen));
+ temp = Com_BlockChecksum(mod_base + header->lumps[i].fileofs, header->lumps[i].filelen);
+ mod->brush.qw_md4sum ^= LittleLong(temp);
if (i == LUMP_VISIBILITY || i == LUMP_LEAFS || i == LUMP_NODES)
continue;
- mod->brush.qw_md4sum2 ^= LittleLong(Com_BlockChecksum(mod_base + header->lumps[i].fileofs, header->lumps[i].filelen));
+ temp = Com_BlockChecksum(mod_base + header->lumps[i].fileofs, header->lumps[i].filelen);
+ mod->brush.qw_md4sum2 ^= LittleLong(temp);
}
Mod_Q1BSP_LoadEntities(&header->lumps[LUMP_ENTITIES]);
return;
for (i = 0;i < count;i++, in++, out++)
- Mod_LoadTextureFromQ3Shader(out, out->name, true, true, TEXF_MIPMAP | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS);
+ Mod_LoadTextureFromQ3Shader(out, out->name, true, true, TEXF_MIPMAP | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS);
}
static void Mod_Q3BSP_LoadPlanes(lump_t *l)
;
// i is now 0 for 128, 1 for 256, etc
- for (power = 1;power + i <= mod_q3bsp_lightmapmergepower.integer && (size << power) <= gl_max_texture_size && (1 << (power * 2)) < 4 * (count >> (loadmodel->brushq3.deluxemapping ? 1 : 0)); power++)
+ for (power = 1;power + i <= mod_q3bsp_lightmapmergepower.integer && (size << power) <= (int)vid.maxtexturesize_2d && (1 << (power * 2)) < 4 * (count >> (loadmodel->brushq3.deluxemapping ? 1 : 0)); power++)
loadmodel->brushq3.num_lightmapmergepower = power;
loadmodel->brushq3.num_lightmapmerge = 1 << loadmodel->brushq3.num_lightmapmergepower;
;
if (developer_loading.integer)
Con_Printf("lightmap merge texture #%i is %ix%i (%i of %i used)\n", lightmapindex, mergewidth*size, mergeheight*size, min(j, mergewidth*mergeheight), mergewidth*mergeheight);
- loadmodel->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), mergewidth * size, mergeheight * size, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_PRECACHE | (gl_texturecompression_q3bsplightmaps.integer ? TEXF_COMPRESS : 0), NULL);
+ loadmodel->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), mergewidth * size, mergeheight * size, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | (gl_texturecompression_q3bsplightmaps.integer ? TEXF_COMPRESS : TEXF_ALLOWUPDATES | TEXF_MANUALFLUSHUPDATES), NULL);
if (loadmodel->brushq3.data_deluxemaps)
- loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), mergewidth * size, mergeheight * size, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_PRECACHE | (gl_texturecompression_q3bspdeluxemaps.integer ? TEXF_COMPRESS : 0), NULL);
+ loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), mergewidth * size, mergeheight * size, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | (gl_texturecompression_q3bspdeluxemaps.integer ? TEXF_COMPRESS : TEXF_ALLOWUPDATES | TEXF_MANUALFLUSHUPDATES), NULL);
}
mergewidth = R_TextureWidth(loadmodel->brushq3.data_lightmaps[lightmapindex]) / size;
mergeheight = R_TextureHeight(loadmodel->brushq3.data_lightmaps[lightmapindex]) / size;
{
// figure out which merged lightmap texture this fits into
if (loadmodel->brushq3.deluxemapping && (i & 1))
- loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), size, size, convertedpixels, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_PRECACHE | (gl_texturecompression_q3bspdeluxemaps.integer ? TEXF_COMPRESS : 0), NULL);
+ loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), size, size, convertedpixels, TEXTYPE_BGRA, TEXF_FORCELINEAR | (gl_texturecompression_q3bspdeluxemaps.integer ? TEXF_COMPRESS : 0), NULL);
else
- loadmodel->brushq3.data_lightmaps [lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), size, size, convertedpixels, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_PRECACHE | (gl_texturecompression_q3bsplightmaps.integer ? TEXF_COMPRESS : 0), NULL);
+ loadmodel->brushq3.data_lightmaps [lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), size, size, convertedpixels, TEXTYPE_BGRA, TEXF_FORCELINEAR | (gl_texturecompression_q3bsplightmaps.integer ? TEXF_COMPRESS : 0), NULL);
}
}
+ for (i = 0;i < loadmodel->brushq3.num_mergedlightmaps;i++)
+ {
+ if (loadmodel->brushq3.data_deluxemaps && loadmodel->brushq3.data_deluxemaps[i])
+ R_FlushTexture(loadmodel->brushq3.data_deluxemaps[i]);
+ if (loadmodel->brushq3.data_lightmaps[i])
+ R_FlushTexture(loadmodel->brushq3.data_lightmaps[i]);
+ }
+
Mem_Free(convertedpixels);
if(external)
{
patchtess[patchtesscount].info.lods[PATCH_LOD_COLLISION].ytess = cytess;
patchtess[patchtesscount].surface_id = i;
- patchtess[patchtesscount].lodgroup[0] = in->specific.patch.mins[0];
- patchtess[patchtesscount].lodgroup[1] = in->specific.patch.mins[1];
- patchtess[patchtesscount].lodgroup[2] = in->specific.patch.mins[2];
- patchtess[patchtesscount].lodgroup[3] = in->specific.patch.maxs[0];
- patchtess[patchtesscount].lodgroup[4] = in->specific.patch.maxs[1];
- patchtess[patchtesscount].lodgroup[5] = in->specific.patch.maxs[2];
+ patchtess[patchtesscount].lodgroup[0] = LittleFloat(in->specific.patch.mins[0]);
+ patchtess[patchtesscount].lodgroup[1] = LittleFloat(in->specific.patch.mins[1]);
+ patchtess[patchtesscount].lodgroup[2] = LittleFloat(in->specific.patch.mins[2]);
+ patchtess[patchtesscount].lodgroup[3] = LittleFloat(in->specific.patch.maxs[0]);
+ patchtess[patchtesscount].lodgroup[4] = LittleFloat(in->specific.patch.maxs[1]);
+ patchtess[patchtesscount].lodgroup[5] = LittleFloat(in->specific.patch.maxs[2]);
patchtess[patchtesscount].originalvertex3f = originalvertex3f;
++patchtesscount;
break;
mod->Draw = R_Q1BSP_Draw;
mod->DrawDepth = R_Q1BSP_DrawDepth;
mod->DrawDebug = R_Q1BSP_DrawDebug;
+ mod->DrawPrepass = R_Q1BSP_DrawPrepass;
mod->GetLightInfo = R_Q1BSP_GetLightInfo;
mod->CompileShadowMap = R_Q1BSP_CompileShadowMap;
mod->DrawShadowMap = R_Q1BSP_DrawShadowMap;
loadmodel->Draw = R_Q1BSP_Draw;
loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+ loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
loadmodel->GetLightInfo = R_Q1BSP_GetLightInfo;
loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
loadmodel->num_textures = numtextures;
loadmodel->data_textures = Mem_Alloc(loadmodel->mempool, loadmodel->num_textures * sizeof(texture_t));
for (i = 0;i < numtextures;i++)
- Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + i, texturenames[i], true, true, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS);
+ Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + i, texturenames[i], true, true, TEXF_MIPMAP | TEXF_ALPHA | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS);
// free the texturenames array since we are now done with it
for (i = 0;i < numtextures;i++)
loadmodel->num_texturesperskin = loadmodel->num_surfaces;
loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
for (i = 0;i < loadmodel->numskins;i++, inskin += MD2_SKINNAME)
- Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + i * loadmodel->num_surfaces, inskin, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP | TEXF_COMPRESS);
+ Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + i * loadmodel->num_surfaces, inskin, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS);
}
else
{