]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
q3 shader parsing now sets more materialflags (such as transparency)
[xonotic/darkplaces.git] / model_brush.c
index bd238e484bb5b98c27dc2278bacea8127c879829..087430c6967c7056d5732435acb1ddac11668755 100644 (file)
@@ -3811,12 +3811,18 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l)
                                                                        out->basematerialflags |= MATERIALFLAG_NODRAW;
                                                                else if (out->surfaceparms & Q3SURFACEPARM_SKY)
                                                                        out->basematerialflags |= MATERIALFLAG_SKY;
-                                                               else if (out->surfaceparms & (Q3SURFACEPARM_WATER | Q3SURFACEPARM_SLIME | Q3SURFACEPARM_LAVA))
-                                                                       out->basematerialflags |= MATERIALFLAG_WATER;
+                                                               else if (out->surfaceparms & Q3SURFACEPARM_LAVA)
+                                                                       out->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_FULLBRIGHT;
+                                                               else if (out->surfaceparms & Q3SURFACEPARM_SLIME)
+                                                                       out->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_WATERALPHA;
+                                                               else if (out->surfaceparms & Q3SURFACEPARM_WATER)
+                                                                       out->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_WATERALPHA;
                                                                else
                                                                        out->basematerialflags |= MATERIALFLAG_WALL;
-                                                               if (out->surfaceparms & (Q3SURFACEPARM_SLIME | Q3SURFACEPARM_WATER))
-                                                                       out->basematerialflags |= MATERIALFLAG_WATERALPHA;
+                                                               if (out->surfaceparms & Q3SURFACEPARM_TRANS)
+                                                                       out->basematerialflags |= MATERIALFLAG_TRANSPARENT;
+                                                               if (out->textureflags & Q3TEXTUREFLAG_ADDITIVE)
+                                                                       out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
                                                                strlcpy(out->firstpasstexturename, firstpasstexturename, sizeof(out->firstpasstexturename));
                                                                if ((flags & Q3SURFACEPARM_SKY) && sky[0])
                                                                {