#include "quakedef.h"
#include "image.h"
-cvar_t r_mipsprites = {CVAR_SAVE, "r_mipsprites", "1", "mipmaps skins (so they become blurrier in the distance), unlike skins the sprites do not have strange border colors"};
+cvar_t r_mipsprites = {CVAR_SAVE, "r_mipsprites", "1", "mipmaps sprites so they render faster in the distance and do not display noise artifacts"};
cvar_t r_picmipsprites = {CVAR_SAVE, "r_picmipsprites", "1", "make gl_picmip affect sprites too (saves some graphics memory in sprite heavy games)"};
/*
sprintf (name, "%s_%i_%i", loadmodel->name, i, j);
else
sprintf (name, "%s_%i", loadmodel->name, i);
- if (!(skinframe = R_SkinFrame_LoadExternal(name, texflags)))
+ if (!(skinframe = R_SkinFrame_LoadExternal(name, texflags, false)))
{
if (groupframes > 1)
sprintf (fogname, "%s_%i_%ifog", loadmodel->name, i, j);
loadmodel->DrawSky = NULL;
loadmodel->Draw = R_Model_Sprite_Draw;
+ loadmodel->DrawDepth = NULL;
loadmodel->CompileShadowVolume = NULL;
loadmodel->DrawShadowVolume = NULL;
loadmodel->DrawLight = NULL;
loadmodel->DrawSky = NULL;
loadmodel->Draw = R_Model_Sprite_Draw;
+ loadmodel->DrawDepth = NULL;
loadmodel->CompileShadowVolume = NULL;
loadmodel->DrawShadowVolume = NULL;
loadmodel->DrawLight = NULL;
{
const dsprite2frame_t *pinframe;
pinframe = &pinqsprite->frames[i];
- if (!(skinframe = R_SkinFrame_LoadExternal(pinframe->name, texflags)))
+ if (!(skinframe = R_SkinFrame_LoadExternal(pinframe->name, texflags, false)))
{
Con_Printf("Mod_IDS2_Load: failed to load %s", pinframe->name);
skinframe = R_SkinFrame_LoadMissing();