From: cloudwalk Date: Mon, 25 May 2020 13:51:59 +0000 (+0000) Subject: Fix most Q3 & QL glow maps X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=9155ce9124c0d6f63a262291a95304e20e911243;p=xonotic%2Fdarkplaces.git Fix most Q3 & QL glow maps From bones_was_here: "Very few glow maps work in unmodified Q3 maps as they do not use the _glow darkplaces convention, instead Q3 shaders specify the file name to use which is not currently supported. Fortunately there is a naming convention started in id software's pak0 and continued in QL and most 3rd party maps. It uses these forms: foo_texture.blend.ext and bar_texture_blend.ext It's not possible to fix 100% of glow maps without parsing Q3 shaders and using the specified file name, but this is a big improvement. This also fixes a few glow maps in nexcompat, which are originally Q3 textures that were not renamed to _glow." git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12573 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/gl_rmain.c b/gl_rmain.c index b18db244..2c6b96b2 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -2399,9 +2399,10 @@ skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const ch } // _luma is supported only for tenebrae compatibility + // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented // _glow is the preferred name mymiplevel = savemiplevel; - if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel)))) + if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel)))) { skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); #ifndef USE_GLES2