GetTokenAppend( shaderText, qfalse );
si->floodlightDirectionScale = atof( token );
}
+
+ /* jal: q3map_nodirty : skip dirty */
+ else if( !Q_stricmp( token, "q3map_nodirty" ) )
+ {
+ si->noDirty = qtrue;
+ }
/* q3map_lightmapSampleSize <value> */
else if( !Q_stricmp( token, "q3map_lightmapSampleSize" ) )
si->offset = atof( token );
}
- /* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
+ /* ydnar: q3map_fur <numlayers> <offset> <fade> */
else if( !Q_stricmp( token, "q3map_fur" ) )
{
GetTokenAppend( shaderText, qfalse );