if (texture->currentskinframe->hasalpha)
texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
texture->currentmaterialflags = texture->basematerialflags;
- texture->offsetmapping = OFFSETMAPPING_OFF;
+ texture->offsetmapping = OFFSETMAPPING_DEFAULT;
texture->offsetscale = 1;
texture->specularscalemod = 1;
texture->specularpowermod = 1;
tx->reflectfactor = 1;
Vector4Set(tx->reflectcolor4f, 1, 1, 1, 1);
tx->r_water_wateralpha = 1;
- tx->offsetmapping = OFFSETMAPPING_OFF;
+ tx->offsetmapping = OFFSETMAPPING_DEFAULT;
tx->offsetscale = 1;
tx->specularscalemod = 1;
tx->specularpowermod = 1;
skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, false);
if (!skinframe)
skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, false);
+ if (skinframe)
+ tx->offsetmapping = OFFSETMAPPING_DEFAULT; // allow offsetmapping on external textures without a q3 shader
if (!skinframe)
{
// did not find external texture, load it from the bsp or wad3