}
}
- loadmodel->brush.solidskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_solidtexture", 0 , (unsigned char *) solidpixels, w, h, vid.sRGB3D);
- loadmodel->brush.alphaskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_alphatexture", TEXF_ALPHA, (unsigned char *) alphapixels, w, h, vid.sRGB3D);
+ loadmodel->brush.solidskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_solidtexture", 0 , (unsigned char *) solidpixels, w, h, 0, 0, 0, vid.sRGB3D);
+ loadmodel->brush.alphaskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_alphatexture", TEXF_ALPHA, (unsigned char *) alphapixels, w, h, 0, 0, 0, vid.sRGB3D);
Mem_Free(solidpixels);
Mem_Free(alphapixels);
}
{
tx->width = image_width;
tx->height = image_height;
- skinframe = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP, pixels, image_width, image_height, true);
+ skinframe = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP, pixels, image_width, image_height, image_width, image_height, CRC_Block(pixels, image_width * image_height * 4), true);
}
if (freepixels)
Mem_Free(freepixels);
}
// LordHavoc: some Tenebrae textures get replaced by black
if (!strncmp(tx->name, "*glassmirror", 12)) // Tenebrae
- tx->materialshaderpass->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_MIPMAP | TEXF_ALPHA, zerotrans, 1, 1, false);
+ tx->materialshaderpass->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_MIPMAP | TEXF_ALPHA, zerotrans, 1, 1, 0, 0, 0, false);
else if (!strncmp(tx->name, "mirror", 6)) // Tenebrae
- tx->materialshaderpass->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, 0, zeroopaque, 1, 1, false);
+ tx->materialshaderpass->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, 0, zeroopaque, 1, 1, 0, 0, 0, false);
tx->currentskinframe = tx->materialshaderpass->skinframes[0];
}
VectorAdd(inmins, hull->clip_size, outmaxs);
}
-static int Mod_Q1BSP_CreateShadowMesh(dp_model_t *mod)
-{
- int j;
- int numshadowmeshtriangles = 0;
- msurface_t *surface;
- if (cls.state == ca_dedicated)
- return 0;
- // make a single combined shadow mesh to allow optimized shadow volume creation
-
- for (j = 0, surface = mod->data_surfaces;j < mod->num_surfaces;j++, surface++)
- {
- surface->num_firstshadowmeshtriangle = numshadowmeshtriangles;
- numshadowmeshtriangles += surface->num_triangles;
- }
- mod->brush.shadowmesh = Mod_ShadowMesh_Begin(mod->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, true);
- for (j = 0, surface = mod->data_surfaces;j < mod->num_surfaces;j++, surface++)
- if (surface->num_triangles > 0)
- Mod_ShadowMesh_AddMesh(mod->mempool, mod->brush.shadowmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
- mod->brush.shadowmesh = Mod_ShadowMesh_Finish(mod->mempool, mod->brush.shadowmesh, false, false);
-
- return numshadowmeshtriangles;
-}
-
void Mod_CollisionBIH_TraceLineAgainstSurfaces(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask);
void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
mod->numframes = 2; // regular and alternate animation
mod->numskins = 1;
- // make a single combined shadow mesh to allow optimized shadow volume creation
- Mod_Q1BSP_CreateShadowMesh(loadmodel);
-
if (loadmodel->brush.numsubmodels)
loadmodel->brush.submodels = (dp_model_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brush.numsubmodels * sizeof(dp_model_t *));
mod->numframes = 0; // q2bsp animations are kind of special, frame is unbounded...
mod->numskins = 1;
- // make a single combined shadow mesh to allow optimized shadow volume creation
- Mod_Q1BSP_CreateShadowMesh(loadmodel);
-
if (loadmodel->brush.numsubmodels)
loadmodel->brush.submodels = (dp_model_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brush.numsubmodels * sizeof(dp_model_t *));
// FIXME: shader alpha should replace r_wateralpha support in q3bsp
loadmodel->brush.supportwateralpha = true;
- // make a single combined shadow mesh to allow optimized shadow volume creation
- Mod_Q1BSP_CreateShadowMesh(loadmodel);
-
loadmodel->brush.num_leafs = 0;
Mod_Q3BSP_RecursiveFindNumLeafs(loadmodel->brush.data_nodes);
Mem_Free(vertexhashtable);
Mem_Free(vertexhashdata);
- // make a single combined shadow mesh to allow optimized shadow volume creation
- Mod_Q1BSP_CreateShadowMesh(loadmodel);
-
// compute all the mesh information that was not loaded from the file
if (loadmodel->surfmesh.data_element3s)
for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)