Overhauled quake3 shader loading such that it now produces shader passes that could...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 14 Sep 2016 04:53:02 +0000 (04:53 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 14 Sep 2016 04:53:02 +0000 (04:53 +0000)
commitf5e4d031fd609e6a6ab36559e599211aa9ac51c3
tree358b23d93591a5062398a26b288f3a6510e4a8da
parent4fa4227c4cadd099125636f085183062a50acf7d
Overhauled quake3 shader loading such that it now produces shader passes that could render the material mostly correctly (rendering not yet implemented for the pre/post passes the logic identifies).

Main visible effect of this is that quake3 maps look more correct, but don't have any fancy effects yet.

This changed the loaders for all other formats that produce texture_t as texture->materialshaderpass-> is the new source of truth for several things.

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12285 d7cf8633-e32d-0410-b094-e92efae38249
gl_rmain.c
gl_rsurf.c
model_alias.c
model_brush.c
model_shared.c
model_shared.h
model_sprite.c