Xonotic's nodraw and nodrawnonsolid common shaders seems wrong
These two shaders does not make sense to me as they are written, unlike the Q3 ones that seems right:
Xonotic:
textures/common/caulk <= solid, cast shadows
{
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nomarks
}
textures/common/nodraw <= Non solid, NO shadow cast (trans)
{
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
}
textures/common/nodrawnonsolid <= Non solid, cast shadows
{
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nonsolid
}
Quake3:
textures/common/caulk <= solid, cast shadows
{
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nomarks
}
textures/common/nodraw <= solid, NO shadow cast (trans)
{
qer_trans 0.40
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm trans
}
textures/common/nodrawnonsolid <= Non solid, NO shadow cast (trans)
{
qer_trans 0.40
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm trans
surfaceparm nonsolid
}
The caulk shader presence here is to add some clarity/meaning only.
Well, imo "nodraw" must be solid (deleting surfaceparm nonsolid) and "nodrawnonsolid" must not cast shadows (adding surfaceparm trans).
Edited by Julio César