Commit f3796fe2 authored by divverent's avatar divverent Committed by Rudolf Polzer

Simplify R_DrawCustomSurface by calling R_DrawCustomSurface_Texture.

Also, removed some stuff that's redundant with R_GetCurrentTexture.

git-svn-id: svn://svn.icculus.org/twilight/trunk/[email protected] d7cf8633-e32d-0410-b094-e92efae38249
::stable-branch::merge=c78240ad
parent b761eb6b
......@@ -12436,36 +12436,8 @@ void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, i
texture.specularscalemod = 1;
texture.specularpowermod = 1;
texture.transparentsort = TRANSPARENTSORT_DISTANCE;
// WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
// JUST GREP FOR "specularscalemod = 1".
for (q = 0; q < 3; q++)
{
texture.render_glowmod[q] = r_refdef.view.colorscale * r_hdr_glowintensity.value;
texture.render_modellight_lightdir[q] = q == 2;
texture.render_modellight_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
texture.render_modellight_diffuse[q] = r_refdef.view.colorscale;
texture.render_modellight_specular[q] = r_refdef.view.colorscale;
texture.render_lightmap_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
texture.render_lightmap_diffuse[q] = r_refdef.view.colorscale * r_refdef.scene.lightmapintensity;
texture.render_lightmap_specular[q] = r_refdef.view.colorscale;
texture.render_rtlight_diffuse[q] = r_refdef.view.colorscale;
texture.render_rtlight_specular[q] = r_refdef.view.colorscale;
}
texture.currentalpha = 1.0f;
surface.texture = &texture;
surface.num_triangles = numtriangles;
surface.num_firsttriangle = firsttriangle;
surface.num_vertices = numvertices;
surface.num_firstvertex = firstvertex;
// now render it
rsurface.texture = R_GetCurrentTexture(surface.texture);
rsurface.lightmaptexture = NULL;
rsurface.deluxemaptexture = NULL;
rsurface.uselightmaptexture = false;
R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass);
}
void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
......
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