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)