vec3_t normal;
float dist;
// for texture axis selection and fast side tests
- int type;
- int signbits;
+ int type; // set by PlaneClassify()
+ int signbits; // set by PlaneClassify()
}
mplane_t;
//#define SURF_PLANEBACK 2
+// indicates that all triangles of the surface should be added to the BIH collision system
+#define MATERIALFLAG_MESHCOLLISIONS 1
// use alpha blend on this material
#define MATERIALFLAG_ALPHA 2
// use additive blend on this material
#define MATERIALFLAG_MODELLIGHT 4194304
// add directional model lighting to this material (q3bsp lightgrid only)
#define MATERIALFLAG_MODELLIGHT_DIRECTIONAL 8388608
+// causes RSurf_GetCurrentTexture to leave alone certain fields
+#define MATERIALFLAG_CUSTOMSURFACE 16777216
+// causes MATERIALFLAG_BLENDED to render a depth pass before rendering, hiding backfaces and other hidden geometry
+#define MATERIALFLAG_TRANSDEPTH 33554432
+// like refraction, but doesn't distort etc.
+#define MATERIALFLAG_CAMERA 67108864
// combined mask of all attributes that require depth sorted rendering
#define MATERIALFLAGMASK_DEPTHSORTED (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)
// combined mask of all attributes that cause some sort of transparency