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author | thilo <thilo@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2008-04-06 16:29:22 +0000 |
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committer | thilo <thilo@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2008-04-06 16:29:22 +0000 |
commit | d4db696130f0b585743777fdf6952e220d618326 (patch) | |
tree | e2beb5316e39ff9f4393d3736a01306f3c0d26b0 /code | |
parent | 9826eeddf3b87b7da83e0ef6c6a1e6d7784267e0 (diff) | |
download | ioquake3-aero-d4db696130f0b585743777fdf6952e220d618326.tar.gz ioquake3-aero-d4db696130f0b585743777fdf6952e220d618326.zip |
Handle detail textures correctly when r_detailedTextures is set to 0.
git-svn-id: svn://svn.icculus.org/quake3/trunk@1301 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code')
-rw-r--r-- | code/renderer/tr_shader.c | 28 |
1 files changed, 23 insertions, 5 deletions
diff --git a/code/renderer/tr_shader.c b/code/renderer/tr_shader.c index dfbea62..a714873 100644 --- a/code/renderer/tr_shader.c +++ b/code/renderer/tr_shader.c @@ -2152,7 +2152,7 @@ static shader_t *FinishShader( void ) { // // set appropriate stage information // - for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ ) { + for ( stage = 0; stage < MAX_SHADER_STAGES; ) { shaderStage_t *pStage = &stages[stage]; if ( !pStage->active ) { @@ -2163,17 +2163,33 @@ static shader_t *FinishShader( void ) { if ( !pStage->bundle[0].image[0] ) { ri.Printf( PRINT_WARNING, "Shader %s has a stage with no image\n", shader.name ); pStage->active = qfalse; + stage++; continue; } // // ditch this stage if it's detail and detail textures are disabled // - if ( pStage->isDetail && !r_detailTextures->integer ) { - if ( stage < ( MAX_SHADER_STAGES - 1 ) ) { - memmove( pStage, pStage + 1, sizeof( *pStage ) * ( MAX_SHADER_STAGES - stage - 1 ) ); - Com_Memset( pStage + 1, 0, sizeof( *pStage ) ); + if ( pStage->isDetail && !r_detailTextures->integer ) + { + int index; + + for(index = stage + 1; index < MAX_SHADER_STAGES; index++) + { + if(!stages[index].active) + break; + } + + if(index < MAX_SHADER_STAGES) + memmove(pStage, pStage + 1, sizeof(*pStage) * (index - stage)); + else + { + if(stage + 1 < MAX_SHADER_STAGES) + memmove(pStage, pStage + 1, sizeof(*pStage) * (index - stage - 1)); + + Com_Memset(&stages[index - 1], 0, sizeof(*stages)); } + continue; } @@ -2242,6 +2258,8 @@ static shader_t *FinishShader( void ) { } } } + + stage++; } // there are times when you will need to manually apply a sort to |