reworked most of q3bsp q3 shader loading, now supports more shader effects (the first...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 18 Apr 2006 10:44:11 +0000 (10:44 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 18 Apr 2006 10:44:11 +0000 (10:44 +0000)
commitf1b28354231425f68e72b876d1093f0d03e057f8
tree0ebf7fab5364a98f40e414f4dfc316612045f4f0
parent21c69004fba058b884041c56d7e0815ca5d9e281
reworked most of q3bsp q3 shader loading, now supports more shader effects (the first layer's blendfunc is now used for rendering), still no multilayer stuff though, and still no tcgen environment so some surfaces now look worse because their first pass is an environment effect, but most others look better...
q3 fog shaders are usually invisible now (looks better than blinding white surfaces)
added support for more hacky q3 shaders (like sky shaders that don't have surfaceparm sky, and transparent shaders that don't have surfaceparm trans)
added support for alpha test in q3 shaders (improves some shaders)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6307 d7cf8633-e32d-0410-b094-e92efae38249
gl_rmain.c
gl_rsurf.c
model_alias.c
model_brush.c
model_brush.h
model_shared.h
r_shadow.c