- Don't picmip the detail textures. this allows detail to look better in lower detail

- try to process generic shoehorned detail textures
This commit is contained in:
leilei-
2016-11-04 04:02:30 -04:00
parent 245fea051e
commit ecb1a7a219
2 changed files with 5 additions and 1 deletions

View File

@@ -1214,7 +1214,7 @@ static void Upload32( unsigned *data,
//
// perform optional picmip operation
//
if ( picmip ) {
if ( picmip && !detailhack ) {
scaled_width >>= r_picmip->integer;
scaled_height >>= r_picmip->integer;
}

View File

@@ -39,6 +39,8 @@ static char **shaderTextHashTable[MAX_SHADERTEXT_HASH];
extern cvar_t *r_mockvr;
extern int detailhack;
/*
================
return a hash value for the filename
@@ -5379,6 +5381,7 @@ shader_t *R_FindShaderReal( const char *name, int lightmapIndex, qboolean mipRaw
wi = 0.25 * (f + 1) * wi / detailScale;
hi = 0.25 * (f + 1) * hi / detailScale;
detailhack = 1;
if (material == 1) // metalsteps
stages[thisstage].bundle[0].image[0] = R_FindImageFile( "gfx/fx/detail/d_genericmetal.tga", IMGFLAG_MIPMAP , IMGFLAG_MIPMAP);
else if (hasaDetailImage && imageDetail)
@@ -5393,6 +5396,7 @@ shader_t *R_FindShaderReal( const char *name, int lightmapIndex, qboolean mipRaw
stages[thisstage].bundle[0].texMods[0].type = TMOD_SCALE;
stages[thisstage].isDetail = qtrue;
stages[thisstage].bundle[0].numTexMods = 1;
detailhack = 0;
}