int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
dp_model_t *mod;
- SCR_PushLoadingScreen(false, "Loading models", 1.0);
+ SCR_PushLoadingScreen("Loading models", 1.0);
count = 0;
for (i = 0;i < nummodels;i++)
if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
if (mod->used)
{
- SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
+ SCR_PushLoadingScreen(mod->name, 1.0 / count);
Mod_LoadModel(mod, true, false);
SCR_PopLoadingScreen(false);
}
if (developer_loading.integer)
Con_Printf("loading model %s\n", mod->name);
- SCR_PushLoadingScreen(true, mod->name, 1);
+ SCR_PushLoadingScreen(mod->name, 1);
// LadyHavoc: unload the existing model in this slot (if there is one)
if (mod->loaded || mod->mempool)
int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
dp_model_t *mod;
- SCR_PushLoadingScreen(false, "Reloading models", 1.0);
+ SCR_PushLoadingScreen("Reloading models", 1.0);
count = 0;
for (i = 0;i < nummodels;i++)
if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
for (i = 0;i < nummodels;i++)
if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
{
- SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
+ SCR_PushLoadingScreen(mod->name, 1.0 / count);
Mod_LoadModel(mod, true, true);
SCR_PopLoadingScreen(false);
}
{
if (developer_extra.integer)
Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", modelname, name);
+ texture->basematerialflags = defaultmaterialflags;
texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
}
else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
{
int i;
texture_t *t;
- for (i = 0; i < mod->num_textures; i++)
- if (!strcmp(mod->data_textures[i].name, name))
- return mod->data_textures + i;
+ int drawflag = defaultdrawflags & DRAWFLAG_MASK;
+ for (i = 0, t = mod->data_textures; i < mod->num_textures; i++, t++)
+ if (!strcmp(t->name, name) && t->mesh_drawflag == drawflag && t->mesh_defaulttexflags == defaulttexflags && t->mesh_defaultmaterialflags == defaultmaterialflags)
+ return t;
if (mod->max_textures <= mod->num_textures)
{
texture_t *oldtextures = mod->data_textures;
}
t = &mod->data_textures[mod->num_textures++];
Mod_LoadTextureFromQ3Shader(mod->mempool, mod->name, t, name, false, true, defaulttexflags, defaultmaterialflags);
+ t->mesh_drawflag = drawflag;
+ t->mesh_defaulttexflags = defaulttexflags;
+ t->mesh_defaultmaterialflags = defaultmaterialflags;
switch (defaultdrawflags & DRAWFLAG_MASK)
{
case DRAWFLAG_ADDITIVE: