]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
Various cleanup.
[xonotic/darkplaces.git] / model_shared.c
index 97f3d392bd487d8b1f9ffd425d245a169e601f7e..b6225fdcf0614a57f5ef2d9d8cc61fd76f94bfd0 100644 (file)
@@ -2011,7 +2011,7 @@ void Mod_LoadQ3Shaders(void)
                                                        // multilayer terrain shader or similar
                                                        shader.textureblendalpha = true;
                                                        if (mod_q3shader_force_terrain_alphaflag.integer)
-                                                               shader.layers[0].texflags |= TEXF_ALPHA;
+                                                               shader.layers[0].dptexflags |= TEXF_ALPHA;
                                                }
                                        }
 
@@ -2023,29 +2023,29 @@ void Mod_LoadQ3Shaders(void)
                                                        layer->blendfunc[0] = GL_SRC_ALPHA;
                                        }
                                        
-                                       layer->texflags = 0;
+                                       layer->dptexflags = 0;
                                        if (layer->alphatest)
-                                               layer->texflags |= TEXF_ALPHA;
+                                               layer->dptexflags |= TEXF_ALPHA;
                                        switch(layer->blendfunc[0])
                                        {
                                                case GL_SRC_ALPHA:
                                                case GL_ONE_MINUS_SRC_ALPHA:
-                                                       layer->texflags |= TEXF_ALPHA;
+                                                       layer->dptexflags |= TEXF_ALPHA;
                                                        break;
                                        }
                                        switch(layer->blendfunc[1])
                                        {
                                                case GL_SRC_ALPHA:
                                                case GL_ONE_MINUS_SRC_ALPHA:
-                                                       layer->texflags |= TEXF_ALPHA;
+                                                       layer->dptexflags |= TEXF_ALPHA;
                                                        break;
                                        }
                                        if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
-                                               layer->texflags |= TEXF_MIPMAP;
+                                               layer->dptexflags |= TEXF_MIPMAP;
                                        if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
-                                               layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
+                                               layer->dptexflags |= TEXF_PICMIP | TEXF_COMPRESS;
                                        if (layer->clampmap)
-                                               layer->texflags |= TEXF_CLAMP;
+                                               layer->dptexflags |= TEXF_CLAMP;
                                        continue;
                                }
                                numparameters = 0;
@@ -2467,6 +2467,7 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool
        texture->basealpha = 1.0f;
        shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
 
+       // allow disabling of picmip or compression by defaulttexflags
        texflagsmask = ~0;
        if(!(defaulttexflags & TEXF_PICMIP))
                texflagsmask &= ~TEXF_PICMIP;
@@ -2493,9 +2494,6 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool
                if (developer_loading.integer)
                        Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
 
-               // allow disabling of picmip or compression by defaulttexflags
-               texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
-
                if (shader->surfaceparms & Q3SURFACEPARM_SKY)
                {
                        texture->basematerialflags = MATERIALFLAG_SKY;
@@ -2646,19 +2644,19 @@ nothing                GL_ZERO GL_ONE
                        // convert the main material layer
                        // FIXME: if alphagenspecularlayer is used, we should pass a specular texture name to R_SkinFrame_LoadExternal and have it load that texture instead of the assumed name for _gloss texture
                        if (materiallayer >= 0)
-                               texture->materialshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[materiallayer], materiallayer, (shader->layers[materiallayer].texflags & texflagsmask) | texflagsor, texture->name);
+                               texture->materialshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[materiallayer], materiallayer, (shader->layers[materiallayer].dptexflags & texflagsmask) | texflagsor, texture->name);
                        // convert the terrain background blend layer (if any)
                        if (terrainbackgroundlayer >= 0)
-                               texture->backgroundshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[terrainbackgroundlayer], terrainbackgroundlayer, (shader->layers[terrainbackgroundlayer].texflags & texflagsmask) | texflagsor, texture->name);
+                               texture->backgroundshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[terrainbackgroundlayer], terrainbackgroundlayer, (shader->layers[terrainbackgroundlayer].dptexflags & texflagsmask) | texflagsor, texture->name);
                        // convert the prepass layers (if any)
                        texture->startpreshaderpass = shaderpassindex;
                        for (i = 0; i < endofprelayers; i++)
-                               texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[i], i, (shader->layers[i].texflags & texflagsmask) | texflagsor, texture->name);
+                               texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[i], i, (shader->layers[i].dptexflags & texflagsmask) | texflagsor, texture->name);
                        texture->endpreshaderpass = shaderpassindex;
                        texture->startpostshaderpass = shaderpassindex;
                        // convert the postpass layers (if any)
                        for (i = firstpostlayer; i < shader->numlayers; i++)
-                               texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[i], i, (shader->layers[i].texflags & texflagsmask) | texflagsor, texture->name);
+                               texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[i], i, (shader->layers[i].dptexflags & texflagsmask) | texflagsor, texture->name);
                        texture->startpostshaderpass = shaderpassindex;
                }