]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sprites.c
Don't bother setting anisotropy on textures twice during startup.
[xonotic/darkplaces.git] / r_sprites.c
index 27338621ad6199e25e48632356d28bf58745192e..d72bee10f904fa42cf8179fd55e61fa491f6cb46 100644 (file)
@@ -392,9 +392,15 @@ static void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent,
                        frame = model->sprite.sprdata_frames + ent->frameblend[i].subframe;
                        texture = R_GetCurrentTexture(model->data_textures + ent->frameblend[i].subframe);
                
-                       // lit sprite by lightgrid if it is not fullbright, lit only ambient
+                       // sprites are fullbright by default, but if this one is not fullbright we
+                       // need to combine the lighting into ambient as sprite lighting is not
+                       // directional
                        if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
-                               VectorAdd(ent->modellight_ambient, ent->modellight_diffuse, rsurface.modellight_ambient); // sprites dont use lightdirection
+                       {
+                               VectorMAM(1.0f, texture->render_modellight_ambient, 0.25f, texture->render_modellight_diffuse, texture->render_modellight_ambient);
+                               VectorClear(texture->render_modellight_diffuse);
+                               VectorClear(texture->render_modellight_specular);
+                       }
 
                        // SPR_LABEL should not use depth test AT ALL
                        if(model->sprite.sprnum_type == SPR_LABEL || model->sprite.sprnum_type == SPR_LABEL_SCALE)
@@ -424,6 +430,6 @@ void R_Model_Sprite_Draw(entity_render_t *ent)
                return;
 
        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-       R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight);
+       R_MeshQueue_AddTransparent((ent->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight);
 }