m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
}
- m.tex[0] = R_GetTexture(texture->texture);
+ m.tex[0] = R_GetTexture(texture->skin.base);
colorscale = r_colorscale;
if (gl_combine.integer)
{
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.tex[0] = R_GetTexture(texture->fogtexture);
+ m.tex[0] = R_GetTexture(texture->skin.fog);
R_Mesh_State(&m);
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
}
- m.tex[0] = R_GetTexture(texture->texture);
+ m.tex[0] = R_GetTexture(texture->skin.base);
colorscale = r_colorscale;
if (gl_combine.integer)
{
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.tex[0] = R_GetTexture(texture->glowtexture);
+ m.tex[0] = R_GetTexture(texture->skin.glow);
R_Mesh_State(&m);
GL_UseColorArray();
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.tex[0] = R_GetTexture(texture->fogtexture);
+ m.tex[0] = R_GetTexture(texture->skin.fog);
R_Mesh_State(&m);
GL_UseColorArray();
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
- m.tex[0] = R_GetTexture(texture->texture);
+ m.tex[0] = R_GetTexture(texture->skin.base);
m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
- m.tex[2] = R_GetTexture(texture->detailtexture);
+ m.tex[2] = R_GetTexture(texture->skin.detail);
m.texrgbscale[0] = 1;
m.texrgbscale[1] = 4;
m.texrgbscale[2] = 2;
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
- m.tex[0] = R_GetTexture(texture->texture);
+ m.tex[0] = R_GetTexture(texture->skin.base);
m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
if (gl_combine.integer)
m.texrgbscale[1] = 4;
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
- m.tex[0] = R_GetTexture(texture->texture);
+ m.tex[0] = R_GetTexture(texture->skin.base);
R_Mesh_State(&m);
GL_Color(1, 1, 1, 1);
while((surf = *surfchain++) != NULL)
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.tex[0] = R_GetTexture(texture->texture);
+ m.tex[0] = R_GetTexture(texture->skin.base);
colorscale = r_colorscale;
if (gl_combine.integer)
{
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_DST_COLOR;
m.blendfunc2 = GL_SRC_COLOR;
- m.tex[0] = R_GetTexture(texture->detailtexture);
+ m.tex[0] = R_GetTexture(texture->skin.detail);
R_Mesh_State(&m);
GL_Color(1, 1, 1, 1);
while((surf = *surfchain++) != NULL)
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.tex[0] = R_GetTexture(texture->glowtexture);
+ m.tex[0] = R_GetTexture(texture->skin.glow);
R_Mesh_State(&m);
GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
while((surf = *surfchain++) != NULL)
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ZERO;
- m.tex[0] = R_GetTexture(texture->glowtexture);
+ m.tex[0] = R_GetTexture(texture->skin.glow);
R_Mesh_State(&m);
if (m.tex[0])
GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
currentalpha *= r_wateralpha.value;
if (ent->effects & EF_ADDITIVE)
rendertype = SURFRENDER_ADD;
- else if (currentalpha < 1 || texture->fogtexture != NULL)
+ else if (currentalpha < 1 || texture->skin.fog != NULL)
rendertype = SURFRENDER_ALPHA;
else
rendertype = SURFRENDER_OPAQUE;
RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
- if (texture->glowtexture)
+ if (texture->skin.glow)
RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
if (fogenabled)
RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
for (chain = surfchain;(surf = *chain) != NULL;chain++)
if (surf->visframe == r_framecount)
RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, texture->rendertype, texture->currentalpha);
- if (texture->glowtexture)
+ if (texture->skin.glow)
for (chain = surfchain;(surf = *chain) != NULL;chain++)
if (surf->visframe == r_framecount)
RSurfShader_Wall_Pass_Glow(ent, surf, texture, texture->rendertype, texture->currentalpha);
}
if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
RSurfShader_OpaqueWall_Pass_Light(ent, texture, surfchain);
- if (texture->glowtexture)
+ if (texture->skin.glow)
RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
if (fogenabled)
RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
t->currentalpha *= r_wateralpha.value;
if (ent->effects & EF_ADDITIVE)
t->rendertype = SURFRENDER_ADD;
- else if (t->currentalpha < 1 || t->fogtexture != NULL)
+ else if (t->currentalpha < 1 || t->skin.fog != NULL)
t->rendertype = SURFRENDER_ALPHA;
else
t->rendertype = SURFRENDER_OPAQUE;
{
R_Mesh_ResizeCheck(mesh->numverts);
memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, lightradius, lightcolor, t->texture, t->nmaptexture, NULL);
- R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, t->glosstexture, t->nmaptexture, NULL);
+ R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, lightradius, lightcolor, t->skin.base, t->skin.nmap, NULL);
+ R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, t->skin.gloss, t->skin.nmap, NULL);
}
}
}
{
R_Mesh_ResizeCheck(mesh->numverts);
memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, lightradius, lightcolor, t->texture, t->nmaptexture, NULL);
- R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, t->glosstexture, t->nmaptexture, NULL);
+ R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, lightradius, lightcolor, t->skin.base, t->skin.nmap, NULL);
+ R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, t->skin.gloss, t->skin.nmap, NULL);
}
}
}
{
R_Mesh_ResizeCheck(mesh->numverts);
memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, lightradius, lightcolor, t->texture, t->nmaptexture, NULL);
- R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, t->glosstexture, t->nmaptexture, NULL);
+ R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, lightradius, lightcolor, t->skin.base, t->skin.nmap, NULL);
+ R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, t->skin.gloss, t->skin.nmap, NULL);
}
}
}