X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=model_brush.h;h=33e033c1919d485f9ae0109479e5abc001d53d49;hb=5e090890569b6eae9bd9fba84fc2652ac5a38b8a;hp=98f114f07279296da7038e06b28dc5b1546c9d90;hpb=21d5a2cb164f12c5a56fbf1a4953306b7988071c;p=xonotic%2Fdarkplaces.git diff --git a/model_brush.h b/model_brush.h index 98f114f0..33e033c1 100644 --- a/model_brush.h +++ b/model_brush.h @@ -104,7 +104,7 @@ mplane_t; // render using vertex alpha (q3bsp) as texture blend parameter between foreground (normal) skinframe and background skinframe #define MATERIALFLAG_VERTEXTEXTUREBLEND 0x00008000 // disables GL_CULL_FACE on this texture (making it double sided) -#define MATERIALFLAG_NOCULLFACE 0x000100000 +#define MATERIALFLAG_NOCULLFACE 0x00010000 // render with a very short depth range (like 10% of normal), this causes entities to appear infront of most of the scene #define MATERIALFLAG_SHORTDEPTHRANGE 0x00020000 // render water, comprising refraction and reflection (note: this is always opaque, the shader does the alpha effect) @@ -115,20 +115,22 @@ mplane_t; #define MATERIALFLAG_REFLECTION 0x00100000 // use model lighting on this material (q1bsp lightmap sampling or q3bsp lightgrid, implies FULLBRIGHT is false) #define MATERIALFLAG_MODELLIGHT 0x00200000 -// add directional model lighting to this material (q3bsp lightgrid only) -#define MATERIALFLAG_MODELLIGHT_DIRECTIONAL 0x00400000 // causes RSurf_GetCurrentTexture to leave alone certain fields #define MATERIALFLAG_CUSTOMSURFACE 0x00800000 // causes MATERIALFLAG_BLENDED to render a depth pass before rendering, hiding backfaces and other hidden geometry #define MATERIALFLAG_TRANSDEPTH 0x01000000 // like refraction, but doesn't distort etc. #define MATERIALFLAG_CAMERA 0x02000000 -// disable rtlight on surface, use R_LightPoint instead +// disable rtlight on surface - does not disable other types of lighting (LIGHTMAP, MODELLIGHT) #define MATERIALFLAG_NORTLIGHT 0x04000000 -// alphagen vertex +// alphagen vertex - should always be used with MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW (or MATERIALFLAG_ADD instead of MATERIALFLAG_ALPHA) #define MATERIALFLAG_ALPHAGEN_VERTEX 0x08000000 // use occlusion buffer for corona #define MATERIALFLAG_OCCLUDE 0x10000000 +// use vertex color instead of lighting (e.g. particles and other glowy stuff), use with MATERIALFLAG_FULLBRIGHT +#define MATERIALFLAG_VERTEXCOLOR 0x20000000 +// sample the q3bsp lightgrid in the shader rather than relying on MATERIALFLAG_MODELLIGHT +#define MATERIALFLAG_LIGHTGRID 0x40000000 // combined mask of all attributes that require depth sorted rendering #define MATERIALFLAGMASK_DEPTHSORTED (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST) // combined mask of all attributes that cause some sort of transparency @@ -219,6 +221,7 @@ typedef struct mportal_s mvertex_t *points; vec3_t mins, maxs; // culling mplane_t plane; + double tracetime; // refreshed to realtime by traceline tests } mportal_t;