*/
-typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3, mod_null} modtype_t;
+typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3, mod_obj, mod_null} modtype_t;
typedef struct animscene_s
{
}
texturelayertype_t;
-typedef enum texturelayerflag_e
-{
- // indicates that the pass should apply fog darkening; used on
- // transparent surfaces where simply blending an alpha fog as a final
- // pass would not behave properly, so all the surfaces must be darkened,
- // and the fog color added as a separate pass
- TEXTURELAYERFLAG_FOGDARKEN = 1,
-}
-texturelayerflag_t;
-
typedef struct texturelayer_s
{
texturelayertype_t type;
rtexture_t *texture;
matrix4x4_t texmatrix;
vec4_t color;
- int flags;
}
texturelayer_t;
q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
qboolean colormapping;
- rtexture_t *basetexture;
- rtexture_t *glosstexture;
- rtexture_t *backgroundbasetexture;
- rtexture_t *backgroundglosstexture;
+ rtexture_t *basetexture; // original texture without pants/shirt/glow
+ rtexture_t *pantstexture; // pants only (in greyscale)
+ rtexture_t *shirttexture; // shirt only (in greyscale)
+ rtexture_t *nmaptexture; // normalmap (bumpmap for dot3)
+ rtexture_t *glosstexture; // glossmap (for dot3)
+ rtexture_t *glowtexture; // glow only (fullbrights)
+ rtexture_t *fogtexture; // alpha of the base texture (if not opaque)
+ rtexture_t *backgroundbasetexture; // original texture without pants/shirt/glow
+ rtexture_t *backgroundnmaptexture; // normalmap (bumpmap for dot3)
+ rtexture_t *backgroundglosstexture; // glossmap (for dot3)
+ rtexture_t *backgroundglowtexture; // glow only (fullbrights)
float specularscale;
float specularpower;
// color tint (colormod * currentalpha) used for rtlighting this material
// this contains bytes that are 1 if a surface needs its lightmap rebuilt
unsigned char *lightmapupdateflags;
+ qboolean firstrender; // causes all surface lightmaps to be loaded in first frame
}
model_brushq1_t;
skinfile_t *Mod_LoadSkinFiles(void);
void Mod_FreeSkinFiles(skinfile_t *skinfile);
int Mod_CountSkinFiles(skinfile_t *skinfile);
+void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, const char *meshname, const char *shadername);
void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);