#define SHADERSTAGE_SKY 0
#define SHADERSTAGE_NORMAL 1
-#define SHADERSTAGE_BASELIGHTING 2
-#define SHADERSTAGE_COUNT 3
+#define SHADERSTAGE_COUNT 2
#define SHADERFLAGS_NEEDLIGHTMAP 1
rtexture_t *fogtexture;
// detail texture (usually not used if transparent)
rtexture_t *detailtexture;
+ // normalmap for bumpmap shading
+ rtexture_t *nmaptexture;
+ // color filtering for glossy surfaces
+ rtexture_t *glosstexture;
// shader to use for this texture
Cshader_t *shader;
short extents[2];
mtexinfo_t *texinfo;
- texture_t *currenttexture; // updated (animated) during early surface processing each frame
// index into d_lightstylevalue array, 255 means not used (black)
qbyte styles[MAXLIGHTMAPS];