loadmodel->brushq3.data_textures = out;
loadmodel->brushq3.num_textures = count;
+ // FIXME: do a quick parse of the shader files to see if any names match
+ // up and get their surfaceparms
+
+
for (i = 0;i < count;i++, in++, out++)
{
out->number = i;
out->supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(loadmodel, out->nativecontents);
Mod_LoadSkinFrame(&out->skin, out->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, false, true, true);
out->renderflags = 0;
- if (!strcmp(out->name, "caulk") || !strcmp(out->name, "common/caulk") || !strcmp(out->name, "textures/common/caulk"))
+ if (!strcmp(out->name, "caulk") || !strcmp(out->name, "common/caulk") || !strcmp(out->name, "textures/common/caulk")
+ || !strcmp(out->name, "nodraw") || !strcmp(out->name, "common/nodraw") || !strcmp(out->name, "textures/common/nodraw"))
out->renderflags |= Q3MTEXTURERENDERFLAGS_NODRAW;
if (!strncmp(out->name, "textures/skies/", 15))
out->renderflags |= Q3MTEXTURERENDERFLAGS_SKY;