void Mod_Q1BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
{
- Mod_Q1BSP_LightPoint_RecursiveBSPNode(model, ambientcolor, diffusecolor, diffusenormal, model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, p[0], p[1], p[2] + 0.125, p[2] - 65536);
// pretend lighting is coming down from above (due to lack of a lightgrid to know primary lighting direction)
VectorSet(diffusenormal, 0, 0, 1);
+
+ if (!model->brushq1.lightdata)
+ {
+ VectorSet(ambientcolor, 1, 1, 1);
+ VectorSet(diffusecolor, 0, 0, 0);
+ return;
+ }
+
+ Mod_Q1BSP_LightPoint_RecursiveBSPNode(model, ambientcolor, diffusecolor, diffusenormal, model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, p[0], p[1], p[2] + 0.125, p[2] - 65536);
}
static void Mod_Q1BSP_DecompressVis(const unsigned char *in, const unsigned char *inend, unsigned char *out, unsigned char *outend)
// check if the map supports transparent water rendering
loadmodel->brush.supportwateralpha = Mod_Q1BSP_CheckWaterAlphaSupport();
- if (!mod->brushq1.lightdata)
- mod->brush.LightPoint = NULL;
-
if (mod->brushq1.data_compressedpvs)
Mem_Free(mod->brushq1.data_compressedpvs);
mod->brushq1.data_compressedpvs = NULL;
// identify if this is a blended terrain shader or similar
if (shader->numlayers)
{
+ shader->backgroundlayer = NULL;
shader->primarylayer = shader->layers + 0;
if ((shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ZERO && !shader->layers[0].alphatest)
&& ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader->layers[0].alphatest)
}
// now see if the lightmap came first, and if so choose the second texture instead
if (!strcasecmp(shader->primarylayer->texturename[0], "$lightmap"))
+ {
+ shader->backgroundlayer = NULL;
shader->primarylayer = shader->layers + 1;
+ }
}
}
Mem_Free(f);
out->basematerialflags |= MATERIALFLAG_WALL;
if (shader->layers[0].alphatest)
out->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
- if (shader->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ out->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
+ if (shader->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
out->basematerialflags |= MATERIALFLAG_NOSHADOW;
out->customblendfunc[0] = GL_ONE;
out->customblendfunc[1] = GL_ZERO;