qboolean success = true;
q3shaderinfo_t *shader;
strlcpy(texture->name, name, sizeof(texture->name));
- shader = Mod_LookupQ3Shader(name);
+ shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
if (shader)
{
+ if (developer.integer >= 100)
+ Con_DPrintf("%s: loaded shader for %s\n", loadmodel->name, name);
texture->surfaceparms = shader->surfaceparms;
texture->textureflags = shader->textureflags;
texture->basematerialflags = 0;
memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
}
else if (!strcmp(texture->name, "noshader"))
+ {
+ if (developer.integer >= 100)
+ Con_DPrintf("%s: using default handler for %s\n", loadmodel->name, name);
texture->surfaceparms = 0;
+ }
else
{
success = false;
- Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name);
+ if (developer.integer >= 100 || loadmodel->type == mod_brushq3)
+ Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name);
texture->surfaceparms = 0;
if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;