texture->specularscalemod = 1;
texture->specularpowermod = 1;
texture->basematerialflags = MATERIALFLAG_WALL;
+ texture->basealpha = 1.0f;
if (fullbright)
texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
if (additive)
texture->supercontents = SUPERCONTENTS_SOLID;
if (!(texture->basematerialflags & MATERIALFLAG_BLENDED))
texture->supercontents |= SUPERCONTENTS_OPAQUE;
+ texture->transparentsort = TRANSPARENTSORT_DISTANCE;
+ // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
+ // JUST GREP FOR "specularscalemod = 1".
}
extern cvar_t gl_texturecompression_sprites;