Use the pink checkerboard instead of pure white. This makes it obvious that the texture is missing, hides an ATI driver bug, and generally looks a bit better.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1854 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2006-01-12 22:24:06 +00:00
parent 840ab4682d
commit 1ac26032f6
1 changed files with 28 additions and 0 deletions

View File

@ -29,6 +29,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include <ctype.h>
extern int missing_texture;
//Spike: Marked code removal areas with FIZME
@ -282,6 +284,8 @@ static void Shader_ParseSkySides ( char **ptr, int *images )
} else {
Com_sprintf ( path, sizeof(path), "%s_%s", token, suf[i] );
images[i] = Mod_LoadHiResTexture ( path, NULL, true, false, true);//|IT_SKY );
if (!images[i])
images[i] = missing_texture;
}
}
}
@ -1412,6 +1416,8 @@ void Shader_Finish ( shader_t *s )
pass = &s->passes[0];
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = Mod_LoadHiResTexture(s->name, NULL, true, false, true);//GL_FindImage (shortname, 0);
if (!pass->anim_frames[0])
pass->anim_frames[0] = missing_texture;
pass->depthfunc = GL_LEQUAL;
pass->flags = SHADER_PASS_DEPTHWRITE;
pass->rgbgen = RGB_GEN_VERTEX;
@ -1748,6 +1754,9 @@ void Shader_DefaultBSP(char *shortname, shader_t *s)
pass->flags = SHADER_PASS_BLEND | SHADER_PASS_NOCOLORARRAY;
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, NULL, true, false, true);//GL_FindImage (shortname, 0);
if (!pass->anim_frames[0])
pass->anim_frames[0] = missing_texture;
pass->anim_numframes = 1;
pass->blendsrc = GL_ZERO;
pass->blenddst = GL_SRC_COLOR;
pass->blendmode = GL_MODULATE;
@ -1777,6 +1786,8 @@ void Shader_DefaultBSPVertex(char *shortname, shader_t *s)
pass = &s->passes[0];
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, NULL, true, false, true);//GL_FindImage (shortname, 0);
if (!pass->anim_frames[0])
pass->anim_frames[0] = missing_texture;
pass->depthfunc = GL_LEQUAL;
pass->flags = SHADER_PASS_DEPTHWRITE;
pass->rgbgen = RGB_GEN_VERTEX;
@ -1806,6 +1817,8 @@ void Shader_DefaultBSPFlare(char *shortname, shader_t *s)
pass->blenddst = GL_ONE;
pass->blendmode = GL_MODULATE;
pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, NULL, true, true, true);//GL_FindImage (shortname, 0);
if (!pass->anim_frames[0])
pass->anim_frames[0] = missing_texture;
pass->depthfunc = GL_LEQUAL;
pass->rgbgen = RGB_GEN_VERTEX;
pass->alphagen = ALPHA_GEN_IDENTITY;
@ -1834,6 +1847,8 @@ void Shader_DefaultSkin(char *shortname, shader_t *s)
s->numpasses = 0;
tex = Mod_LoadHiResTexture(shortname, NULL, true, true, true);
if (!tex)
tex = missing_texture;
// if (tex)
{
pass = &s->passes[s->numpasses++];
@ -1933,6 +1948,8 @@ void Shader_DefaultSkinShell(char *shortname, shader_t *s)
pass = &s->passes[0];
pass->flags = SHADER_PASS_DEPTHWRITE | SHADER_PASS_BLEND;
pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, NULL, true, true, true);//GL_FindImage (shortname, 0);
if (!pass->anim_frames[0])
pass->anim_frames[0] = missing_texture;
pass->depthfunc = GL_LEQUAL;
pass->rgbgen = RGB_GEN_ENTITY;
pass->alphagen = ALPHA_GEN_ENTITY;
@ -1958,6 +1975,8 @@ void Shader_DefaultSkinShell(char *shortname, shader_t *s)
}
void Shader_Default2D(char *shortname, shader_t *s)
{
mpic_t *mp;
shaderpass_t *pass;
pass = &s->passes[0];
pass->flags = SHADER_PASS_BLEND | SHADER_PASS_NOCOLORARRAY;
@ -1965,6 +1984,15 @@ void Shader_Default2D(char *shortname, shader_t *s)
pass->blenddst = GL_ONE_MINUS_SRC_ALPHA;
pass->blendmode = GL_MODULATE;
pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, NULL, false, true, true);//GL_FindImage (shortname, IT_NOPICMIP|IT_NOMIPMAP);
if (!pass->anim_frames[0])
{
mp = Draw_SafeCachePic(va("%s.lmp", shortname));
if (mp)
pass->anim_frames[0] = *(int*)mp->data;
if (!pass->anim_frames[0])
pass->anim_frames[0] = missing_texture;
}
pass->depthfunc = GL_LEQUAL;
pass->rgbgen = RGB_GEN_VERTEX;
pass->alphagen = ALPHA_GEN_VERTEX;