// we invert it again during the blendfunc to make it work...
#ifndef DUMPPARTICLEFONT
- decalskinframe = R_SkinFrame_LoadExternal("particles/particlefont.tga", TEXF_ALPHA | TEXF_FORCELINEAR | TEXF_RGBMULTIPLYBYALPHA, false);
+ decalskinframe = R_SkinFrame_LoadExternal("particles/particlefont.tga", TEXF_ALPHA | TEXF_FORCELINEAR | TEXF_RGBMULTIPLYBYALPHA, false, false);
if (decalskinframe)
{
particlefonttexture = decalskinframe->base;
Image_WriteTGABGRA ("particles/particlefont.tga", PARTICLEFONTSIZE, PARTICLEFONTSIZE, particletexturedata);
#endif
- decalskinframe = R_SkinFrame_LoadInternalBGRA("particlefont", TEXF_ALPHA | TEXF_FORCELINEAR | TEXF_RGBMULTIPLYBYALPHA, particletexturedata, PARTICLEFONTSIZE, PARTICLEFONTSIZE, false);
+ decalskinframe = R_SkinFrame_LoadInternalBGRA("particlefont", TEXF_ALPHA | TEXF_FORCELINEAR | TEXF_RGBMULTIPLYBYALPHA, particletexturedata, PARTICLEFONTSIZE, PARTICLEFONTSIZE, 0, 0, 0, false);
particlefonttexture = decalskinframe->base;
Mem_Free(particletexturedata);
Con_Printf("particles/particlefont.txt: texnum %i outside valid range (0 to %i)\n", i, MAX_PARTICLETEXTURES);
continue;
}
- sf = R_SkinFrame_LoadExternal(texturename, TEXF_ALPHA | TEXF_FORCELINEAR | TEXF_RGBMULTIPLYBYALPHA, true); // note: this loads as sRGB if sRGB is active!
- if(!sf)
- {
- // R_SkinFrame_LoadExternal already complained
- continue;
- }
+ sf = R_SkinFrame_LoadExternal(texturename, TEXF_ALPHA | TEXF_FORCELINEAR | TEXF_RGBMULTIPLYBYALPHA, true, true); // note: this loads as sRGB if sRGB is active!
particletexture[i].texture = sf->base;
particletexture[i].s1 = s1;
particletexture[i].t1 = t1;
// now render the decals all at once
// (this assumes they all use one particle font texture!)
GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
- R_SetupShader_Generic(particletexture[63].texture, NULL, GL_MODULATE, 1, false, false, true);
+ R_SetupShader_Generic(particletexture[63].texture, false, false, true);
R_Mesh_PrepareVertices_Generic_Arrays(numsurfaces * 4, particle_vertex3f, particle_color4f, particle_texcoord2f);
R_Mesh_Draw(0, numsurfaces * 4, 0, numsurfaces * 2, NULL, NULL, 0, particle_elements, NULL, 0);
}
frametime = bound(0, cl.time - cl.decals_updatetime, 1);
cl.decals_updatetime = bound(cl.time - 1, cl.decals_updatetime + frametime, cl.time + 1);
- // LordHavoc: early out conditions
+ // LadyHavoc: early out conditions
if (!cl.num_decals)
return;
if (!drawdecals)
continue;
- if (DotProduct(r_refdef.view.origin, decal->normal) > DotProduct(decal->org, decal->normal) && VectorDistance2(decal->org, r_refdef.view.origin) < drawdist2 * (decal->size * decal->size))
+ if (!r_refdef.view.useperspective || (DotProduct(r_refdef.view.origin, decal->normal) > DotProduct(decal->org, decal->normal) && VectorDistance2(decal->org, r_refdef.view.origin) < drawdist2 * (decal->size * decal->size)))
R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, decal->org, R_DrawDecal_TransparentCallback, NULL, i, NULL);
continue;
killdecal:
t2f[6] = v[1];t2f[7] = tex->t1;
break;
}
+ if (r_showparticleedges.integer)
+ {
+ R_DebugLine(v3f, v3f + 3);
+ R_DebugLine(v3f + 3, v3f + 6);
+ R_DebugLine(v3f + 6, v3f + 9);
+ R_DebugLine(v3f + 9, v3f);
+ }
}
// now render batches of particles based on blendmode and texture
if (texture != particletexture[p->texnum].texture)
{
texture = particletexture[p->texnum].texture;
- R_SetupShader_Generic(texture, NULL, GL_MODULATE, 1, false, false, false);
+ R_SetupShader_Generic(texture, false, false, false);
}
if (p->blendmode == PBLEND_INVMOD)
frametime = bound(0, cl.time - cl.particles_updatetime, 1);
cl.particles_updatetime = bound(cl.time - 1, cl.particles_updatetime + frametime, cl.time + 1);
- // LordHavoc: early out conditions
+ // LadyHavoc: early out conditions
if (!cl.num_particles)
return;
continue;
}
// anything else just has to be in front of the viewer and visible at this distance
- if (DotProduct(p->org, r_refdef.view.forward) >= minparticledist_start && VectorDistance2(p->org, r_refdef.view.origin) < drawdist2 * (p->size * p->size))
+ if (!r_refdef.view.useperspective || (DotProduct(p->org, r_refdef.view.forward) >= minparticledist_start && VectorDistance2(p->org, r_refdef.view.origin) < drawdist2 * (p->size * p->size)))
R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, p->sortorigin, R_DrawParticle_TransparentCallback, NULL, i, NULL);
break;
}