#include "image.h"
#include "r_shadow.h"
-cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"};
+cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps skins (so they become blurrier in the distance), disabled by default because it tends to blur with strange border colors from the skin"};
model_t *loadmodel;
Mod_SpriteInit();
Cvar_RegisterVariable(&r_mipskins);
- Cmd_AddCommand ("modellist", Mod_Print);
- Cmd_AddCommand ("modelprecache", Mod_Precache);
+ Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
+ Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
}
void Mod_RenderInit(void)
Mem_Free(temp1);
}
// use either a custom palette, or the quake palette
- skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : palette_complete), textureflags); // all
+ skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags); // all
if (!palette && loadglowtexture)
skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
if (!palette && loadpantsandshirt)