added GLSL shader path for normal rendering stage, reworked a lot of things to do...
[xonotic/darkplaces.git] / model_shared.h
index e8bc24a..422b3c4 100644 (file)
@@ -144,7 +144,6 @@ shadowmesh_t;
 typedef enum texturelayertype_e
 {
        TEXTURELAYERTYPE_INVALID,
-       TEXTURELAYERTYPE_SKY,
        TEXTURELAYERTYPE_LITTEXTURE_COMBINE,
        TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS,
        TEXTURELAYERTYPE_LITTEXTURE_VERTEX,
@@ -210,6 +209,12 @@ typedef struct texture_s
        // current texture transform matrix (used for water scrolling)
        matrix4x4_t currenttexmatrix;
 
+       qboolean colormapping;
+       rtexture_t *basetexture;
+       rtexture_t *glosstexture;
+       float specularscale;
+       float specularpower;
+
        int currentnumlayers;
        texturelayer_t currentlayers[16];
 
@@ -418,9 +423,6 @@ typedef struct model_brushq1_s
        int                             num_lightdata;
        unsigned char                   *lightdata;
 
-       int                             numlights;
-       mlight_t                *lights;
-
        // lightmap update chains for light styles
        int                             light_styles;
        unsigned char                   *light_style;