We now handle Quake 2 BSP flow textures.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5619 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Eukara 2020-02-12 03:06:48 +00:00
parent e655d13d0e
commit b0a9b18b55
1 changed files with 33 additions and 0 deletions

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@ -6561,6 +6561,39 @@ void Shader_DefaultBSPQ2(parsestate_t *ps, const char *shortname, const void *ar
char tmpbuffer[2048];
Shader_DefaultScript(ps, shortname, Shader_DefaultBSPWater(ps, shortname, tmpbuffer, sizeof(tmpbuffer)));
}
else if (Shader_FloatArgument(ps->s, "FLOW"))
{
if (Shader_FloatArgument(ps->s, "ALPHA")) {
Shader_DefaultScript(ps, shortname,
"{\n"
"{\n"
"map $diffuse\n"
"alphagen const $#ALPHA\n"
"tcmod scroll -1 0\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
} else {
Shader_DefaultScript(ps, shortname,
"{\n"
"{\n"
"map $diffuse\n"
"tcmod scroll -1 0\n"
"}\n"
"{\n"
"map $lightmap\n"
"if gl_overbright > 1\n"
"blendfunc gl_dst_color gl_src_color\n"
"else\n"
"blendfunc gl_dst_color gl_zero\n"
"endif\n"
"depthfunc equal\n"
"}\n"
"}\n"
);
}
}
else if (Shader_FloatArgument(ps->s, "ALPHA"))// !strncmp(shortname, "trans/", 6))
{
Shader_DefaultScript(ps, shortname,