]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commit
Refactored R_UpdateEntityLighting to CL_UpdateEntityShading, which sets fields like...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 9 Apr 2018 04:39:19 +0000 (04:39 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 9 Apr 2018 04:39:19 +0000 (04:39 +0000)
commit4e1f3f76d5fe7befe20034a730630c314d45956b
tree0f8f44f163c7a3a091bb2d8d4243541029604114
parent18196a9701fcdcd17096f8ec03e5bc615e99ca12
Refactored R_UpdateEntityLighting to CL_UpdateEntityShading, which sets fields like ent->render_modellight_ambient.

Added texture->render_modellight_ambient and similar fields which concretely define how the material is to be rendered, so all of the various tweaks and modifiers are no longer buried in R_SetupShader_Surface which has now been refactored heavily.

Removed R_LightPoint as it's really not necessary - this change will make lit particles a little bit slower as R_CompleteLightPoint is a slightly more expensive function.

Refactored R_CompleteLightPoint to have more consistent code, changed the final color math so that it passes q1bsp/q2bsp lighting through unmodified.

Changed shading of tag_entity attachments - they now use the root entity's origin for shading, this fixes r_shadows where the shadows could go in different directions on CSQC entities (r_shadows code already contained a hack to work around this problem for network entities).

Renamed r_refdef.lightmapintensity and ambient to r_refdef.scene.lightmapintensity and ambientintensity.

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12376 d7cf8633-e32d-0410-b094-e92efae38249
18 files changed:
cl_main.c
cl_particles.c
cl_screen.c
client.h
clvm_cmds.c
csprogs.c
csprogs.h
gl_rmain.c
gl_rsurf.c
model_brush.h
model_shared.h
mvm_cmds.c
r_shadow.c
r_shadow.h
r_sprites.c
render.h
shader_glsl.h
shader_hlsl.h