rtexture_t *gloss; // glossmap (for dot3)
rtexture_t *glow; // glow only (fullbrights)
rtexture_t *fog; // alpha of the base texture (if not opaque)
+ rtexture_t *reflect; // colored mask for cubemap reflections
// accounting data for hash searches:
// the compare variables are used to identify internal skins from certain
// model formats
qboolean dpshadow;
qboolean dpnoshadow;
+ // fake reflection
+ char dpreflectcube[Q3PATHLENGTH];
+
// reflection
float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
rtexture_t *glosstexture; // glossmap (for dot3)
rtexture_t *glowtexture; // glow only (fullbrights)
rtexture_t *fogtexture; // alpha of the base texture (if not opaque)
+ rtexture_t *reflectmasktexture; // mask for fake reflections
+ rtexture_t *reflectcubetexture; // fake reflections cubemap
rtexture_t *backgroundbasetexture; // original texture without pants/shirt/glow
rtexture_t *backgroundnmaptexture; // normalmap (bumpmap for dot3)
rtexture_t *backgroundglosstexture; // glossmap (for dot3)