]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_particles.c
fix motionblur with r_viewfbo 2 or 3
[xonotic/darkplaces.git] / cl_particles.c
index 4f97c3d1f8847e3106fdd6e2be0f52653fad8739..3bf86bd2ead0d335965ccab46eb04b384ded04f9 100644 (file)
@@ -251,7 +251,7 @@ particleeffectinfo_t baselineparticleeffectinfo =
        {0.0f, 0.0f, 0.0f}, //float velocityoffset[3];
        {0.0f, 0.0f, 0.0f}, //float originjitter[3];
        {0.0f, 0.0f, 0.0f}, //float velocityjitter[3];
-       1.0f, //float velocitymultiplier;
+       0.0f, //float velocitymultiplier;
        // an effect can also spawn a dlight
        0.0f, //float lightradiusstart;
        0.0f, //float lightradiusfade;
@@ -367,9 +367,6 @@ void CL_Particles_ParseEffectInfo(const char *textstart, const char *textend, co
                        // copy entire info from baseline, then fix up the nameindex
                        *info = baselineparticleeffectinfo;
                        info->effectnameindex = effectnameindex;
-                       // Nexuiz had some busted effects that didn't specify this...
-                       if (gamemode == GAME_NEXUIZ)
-                               info->velocitymultiplier = 0.0f;
                }
                else if (info == NULL)
                {
@@ -2439,7 +2436,7 @@ void R_DrawDecal_TransparentCallback(const entity_render_t *ent, const rtlight_t
        // now render the decals all at once
        // (this assumes they all use one particle font texture!)
        GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
-       R_SetupShader_Generic(particletexture[63].texture, NULL, GL_MODULATE, 1, false);
+       R_SetupShader_Generic(particletexture[63].texture, NULL, GL_MODULATE, 1, false, false, true);
        R_Mesh_PrepareVertices_Generic_Arrays(numsurfaces * 4, particle_vertex3f, particle_color4f, particle_texcoord2f);
        R_Mesh_Draw(0, numsurfaces * 4, 0, numsurfaces * 2, NULL, NULL, 0, particle_elements, NULL, 0);
 }
@@ -2749,7 +2746,7 @@ void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtligh
                if (texture != particletexture[p->texnum].texture)
                {
                        texture = particletexture[p->texnum].texture;
-                       R_SetupShader_Generic(texture, NULL, GL_MODULATE, 1, false);
+                       R_SetupShader_Generic(texture, NULL, GL_MODULATE, 1, false, false, false);
                }
 
                if (p->blendmode == PBLEND_INVMOD)