Support a separate texture matrix for the background layer.
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 5 Jul 2009 17:18:52 +0000 (17:18 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 5 Jul 2009 17:18:52 +0000 (17:18 +0000)
commitfc7cb03ae97c24d4c0cfd45589ac4e27c699946e
treeb812492b8485dc5d35390a638df7dd94215691ee
parent43ab306a5b2f5ae089c59d3fcc59a826ba45b11a
Support a separate texture matrix for the background layer.

Example shader stages using it:

{
map textures/savdm6ish/#lava1.jpg
}
{
map textures/final_rage/lava.blend.tga
tcMod rotate 50
tcMod scale 2 2
tcMod scroll 0.05 0.05
alphaGen vertex
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}

NOTE: you still have to specify alphaGen vertex, or DP will not use the
secondary stage! To allow static mixing of two textures, the second texture
currently must have its own alpha channel.

Stuff also possible with this: detail textures...

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9042 d7cf8633-e32d-0410-b094-e92efae38249
gl_rmain.c
model_shared.c
model_shared.h
r_shadow.c