]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
abort ANY movetype_walk move once a touch function moved the player
[xonotic/darkplaces.git] / r_shadow.c
index a14df78c4848039e75201122dddbbfe2fbc3457e..230b8d55224bde876d98ae4b75e2dcf0383ed073 100644 (file)
@@ -215,7 +215,7 @@ cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (sp
 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
-cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "1", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
+cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
@@ -1737,6 +1737,7 @@ static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices,
        else
                R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
+       R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
        R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
        R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
        R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
@@ -1745,6 +1746,7 @@ static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices,
                R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
                R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
                R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
+               R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
        }
        //R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap));
        R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));