]> icculus.org git repositories - divverent/darkplaces.git/commit
added a non-diffuse non-specular path for model lighting in the GLSL
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 12 Nov 2007 10:45:37 +0000 (10:45 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 12 Nov 2007 10:45:37 +0000 (10:45 +0000)
commit68411e4b2608d83f87f60c00a65ce5ea862f14f2
treea077a0975c68b9a38a65c831b85448cda8a8ab83
parent01d7518ef25649f2eb560668499f7d9934b2e91c
added a non-diffuse non-specular path for model lighting in the GLSL
shader, this fixes a bug that caused the engine to generate normals and
tangents for every model in q1bsp maps unnecessarily because of an
incorrect need for a normalmap

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7686 d7cf8633-e32d-0410-b094-e92efae38249
gl_rmain.c
model_brush.h
render.h