Fix a crash on Doombringer duel5.bsp where one of the lights has more than 32768...
[xonotic/darkplaces.git] / cl_particles.c
index 5e87399..bf3c1d1 100644 (file)
@@ -2180,7 +2180,7 @@ static void R_InitParticleTexture (void)
        // we invert it again during the blendfunc to make it work...
 
 #ifndef DUMPPARTICLEFONT
-       decalskinframe = R_SkinFrame_LoadExternal("particles/particlefont.tga", TEXF_ALPHA | TEXF_FORCELINEAR | TEXF_RGBMULTIPLYBYALPHA, false);
+       decalskinframe = R_SkinFrame_LoadExternal("particles/particlefont.tga", TEXF_ALPHA | TEXF_FORCELINEAR | TEXF_RGBMULTIPLYBYALPHA, false, false);
        if (decalskinframe)
        {
                particlefonttexture = decalskinframe->base;
@@ -2427,12 +2427,7 @@ static void R_InitParticleTexture (void)
                                Con_Printf("particles/particlefont.txt: texnum %i outside valid range (0 to %i)\n", i, MAX_PARTICLETEXTURES);
                                continue;
                        }
-                       sf = R_SkinFrame_LoadExternal(texturename, TEXF_ALPHA | TEXF_FORCELINEAR | TEXF_RGBMULTIPLYBYALPHA, true); // note: this loads as sRGB if sRGB is active!
-                       if(!sf)
-                       {
-                               // R_SkinFrame_LoadExternal already complained
-                               continue;
-                       }
+                       sf = R_SkinFrame_LoadExternal(texturename, TEXF_ALPHA | TEXF_FORCELINEAR | TEXF_RGBMULTIPLYBYALPHA, true, true); // note: this loads as sRGB if sRGB is active!
                        particletexture[i].texture = sf->base;
                        particletexture[i].s1 = s1;
                        particletexture[i].t1 = t1;
@@ -2617,7 +2612,7 @@ void R_DrawDecals (void)
                if (!drawdecals)
                        continue;
 
-               if (DotProduct(r_refdef.view.origin, decal->normal) > DotProduct(decal->org, decal->normal) && VectorDistance2(decal->org, r_refdef.view.origin) < drawdist2 * (decal->size * decal->size))
+               if (!r_refdef.view.useperspective || (DotProduct(r_refdef.view.origin, decal->normal) > DotProduct(decal->org, decal->normal) && VectorDistance2(decal->org, r_refdef.view.origin) < drawdist2 * (decal->size * decal->size)))
                        R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, decal->org, R_DrawDecal_TransparentCallback, NULL, i, NULL);
                continue;
 killdecal:
@@ -2723,10 +2718,14 @@ static void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const
                        // note: lighting is not cheap!
                        if (particletype[p->typeindex].lighting)
                        {
+                               float a[3], c[3], dir[3];
                                vecorg[0] = p->org[0];
                                vecorg[1] = p->org[1];
                                vecorg[2] = p->org[2];
-                               R_LightPoint(c4f, vecorg, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
+                               R_CompleteLightPoint(a, c, dir, vecorg, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
+                               c4f[0] = p->color[0] * colormultiplier[0] * (a[0] + 0.25f * c[0]);
+                               c4f[1] = p->color[1] * colormultiplier[1] * (a[1] + 0.25f * c[1]);
+                               c4f[2] = p->color[2] * colormultiplier[2] * (a[2] + 0.25f * c[2]);
                        }
                        // mix in the fog color
                        if (r_refdef.fogenabled)
@@ -2863,6 +2862,13 @@ static void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const
                        t2f[6] = v[1];t2f[7] = tex->t1;
                        break;
                }
+               if (r_showparticleedges.integer)
+               {
+                       R_DebugLine(v3f, v3f + 3);
+                       R_DebugLine(v3f + 3, v3f + 6);
+                       R_DebugLine(v3f + 6, v3f + 9);
+                       R_DebugLine(v3f + 9, v3f);
+               }
        }
 
        // now render batches of particles based on blendmode and texture
@@ -3133,7 +3139,7 @@ void R_DrawParticles (void)
                                                                continue;
                                        }
                        // anything else just has to be in front of the viewer and visible at this distance
-                       if (DotProduct(p->org, r_refdef.view.forward) >= minparticledist_start && VectorDistance2(p->org, r_refdef.view.origin) < drawdist2 * (p->size * p->size))
+                       if (!r_refdef.view.useperspective || (DotProduct(p->org, r_refdef.view.forward) >= minparticledist_start && VectorDistance2(p->org, r_refdef.view.origin) < drawdist2 * (p->size * p->size)))
                                R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, p->sortorigin, R_DrawParticle_TransparentCallback, NULL, i, NULL);
                        break;
                }