X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=model_brush.h;h=33e033c1919d485f9ae0109479e5abc001d53d49;hb=refs%2Fheads%2Fterencehill%2Fdpdefs_sync;hp=9eae6abb9022ce2b19ef2907672da2067dd2be7f;hpb=a6984b2a055eb337d57a8c4198fa9a9bb238cd8c;p=xonotic%2Fdarkplaces.git diff --git a/model_brush.h b/model_brush.h index 9eae6abb..33e033c1 100644 --- a/model_brush.h +++ b/model_brush.h @@ -123,12 +123,14 @@ mplane_t; #define MATERIALFLAG_CAMERA 0x02000000 // 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