cvar_t r_lerpsprites = {CVAR_CLIENT | CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
cvar_t r_lerpmodels = {CVAR_CLIENT | CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
+cvar_t r_nolerp_list = {CVAR_CLIENT | CVAR_SAVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
cvar_t r_lerplightstyles = {CVAR_CLIENT | CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
cvar_t r_waterscroll = {CVAR_CLIENT | CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
{
if (!r_glsl_permutation->compiled)
{
- Con_DPrintf("Compiling shader mode %u permutation %"PRIx64"\n", mode, permutation);
+ Con_DPrintf("Compiling shader mode %u permutation %" PRIx64 "\n", mode, permutation);
R_GLSL_CompilePermutation(perm, mode, permutation);
}
if (!r_glsl_permutation->program)
Con_Printf("%s written\n", modeinfo[mode].filename);
}
else
- Con_Errorf("failed to write to %s\n", modeinfo[mode].filename);
+ Con_Printf(CON_ERROR "failed to write to %s\n", modeinfo[mode].filename);
}
}
}
// lightmapped wall
if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
permutation |= SHADERPERMUTATION_GLOW;
- if (r_refdef.fogenabled)
+ if (r_refdef.fogenabled && !notrippy)
permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
if (t->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
- if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
+ if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir_local[0], t->render_modellight_lightdir_local[1], t->render_modellight_lightdir_local[2]);
}
else
{
Cvar_RegisterVariable(&r_lerpsprites);
Cvar_RegisterVariable(&r_lerpmodels);
+ Cvar_RegisterVariable(&r_nolerp_list);
Cvar_RegisterVariable(&r_lerplightstyles);
Cvar_RegisterVariable(&r_waterscroll);
Cvar_RegisterVariable(&r_bloom);
for (q = 0; q < 3; q++)
{
t->render_glowmod[q] = rsurface.entity->glowmod[q];
- t->render_modellight_lightdir[q] = q == 2;
+ t->render_modellight_lightdir_world[q] = q == 2;
+ t->render_modellight_lightdir_local[q] = q == 2;
t->render_modellight_ambient[q] = 1;
t->render_modellight_diffuse[q] = 0;
t->render_modellight_specular[q] = 0;
{
t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
- t->render_modellight_lightdir[q] = q == 2;
+ t->render_modellight_lightdir_world[q] = q == 2;
+ t->render_modellight_lightdir_local[q] = q == 2;
t->render_modellight_diffuse[q] = 0;
t->render_modellight_specular[q] = 0;
t->render_lightmap_ambient[q] = 0;
for (q = 0; q < 3; q++)
{
t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
- t->render_modellight_lightdir[q] = q == 2;
+ t->render_modellight_lightdir_world[q] = q == 2;
+ t->render_modellight_lightdir_local[q] = q == 2;
t->render_modellight_ambient[q] = 0;
t->render_modellight_diffuse[q] = 0;
t->render_modellight_specular[q] = 0;
for (q = 0; q < 3; q++)
{
t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
- t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
+ t->render_modellight_lightdir_world[q] = rsurface.entity->render_modellight_lightdir_world[q];
+ t->render_modellight_lightdir_local[q] = rsurface.entity->render_modellight_lightdir_local[q];
t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
for (q = 0; q < 3; q++)
{
t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
- t->render_modellight_lightdir[q] = q == 2;
+ t->render_modellight_lightdir_world[q] = q == 2;
+ t->render_modellight_lightdir_local[q] = q == 2;
t->render_modellight_ambient[q] = 0;
t->render_modellight_diffuse[q] = 0;
t->render_modellight_specular[q] = 0;
for (q = 0; q < 3; q++)
{
t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
- t->render_modellight_lightdir[q] = q == 2;
+ t->render_modellight_lightdir_world[q] = q == 2;
+ t->render_modellight_lightdir_local[q] = q == 2;
t->render_modellight_ambient[q] = 0;
t->render_modellight_diffuse[q] = 0;
t->render_modellight_specular[q] = 0;
// lightmaps mode looks bad with dlights using actual texturing, so turn
// off the colormap and glossmap, but leave the normalmap on as it still
// accurately represents the shading involved
- if (gl_lightmaps.integer)
+ if (gl_lightmaps.integer && ent != &cl_meshentities[MESH_UI].render)
{
t->basetexture = r_texture_grey128;
t->pantstexture = r_texture_black;
surfaceindex = bih_surfaces[triangleindex];
surface = surfaces + surfaceindex;
texture = surface->texture;
+ if (!texture)
+ continue;
if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
continue;
if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
continue;
// skip transparent surfaces
texture = surface->texture;
+ if (!texture)
+ continue;
if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
continue;
if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)