- Don't picmip the detail textures. this allows detail to look better in lower detail
- try to process generic shoehorned detail textures
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@@ -1214,7 +1214,7 @@ static void Upload32( unsigned *data,
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//
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// perform optional picmip operation
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//
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if ( picmip ) {
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if ( picmip && !detailhack ) {
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scaled_width >>= r_picmip->integer;
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scaled_height >>= r_picmip->integer;
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}
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@@ -39,6 +39,8 @@ static char **shaderTextHashTable[MAX_SHADERTEXT_HASH];
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extern cvar_t *r_mockvr;
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extern int detailhack;
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/*
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================
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return a hash value for the filename
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@@ -5379,6 +5381,7 @@ shader_t *R_FindShaderReal( const char *name, int lightmapIndex, qboolean mipRaw
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wi = 0.25 * (f + 1) * wi / detailScale;
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hi = 0.25 * (f + 1) * hi / detailScale;
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detailhack = 1;
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if (material == 1) // metalsteps
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stages[thisstage].bundle[0].image[0] = R_FindImageFile( "gfx/fx/detail/d_genericmetal.tga", IMGFLAG_MIPMAP , IMGFLAG_MIPMAP);
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else if (hasaDetailImage && imageDetail)
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@@ -5393,6 +5396,7 @@ shader_t *R_FindShaderReal( const char *name, int lightmapIndex, qboolean mipRaw
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stages[thisstage].bundle[0].texMods[0].type = TMOD_SCALE;
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stages[thisstage].isDetail = qtrue;
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stages[thisstage].bundle[0].numTexMods = 1;
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detailhack = 0;
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}
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