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https://github.com/FWGS/xash3d-fwgs.git
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engine: mod_bmodel: don't try to load luma/fullbright texture for water, as no renderers support it anyway, and instead we will use that field for rippletexture
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@@ -2516,9 +2516,6 @@ done:
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static void Mod_LoadTextureData( model_t *mod, dbspmodel_t *bmod, int textureIndex )
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{
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texture_t *texture = NULL;
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mip_t *mipTex = NULL;
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qboolean usesCustomPalette = false;
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uint32_t txFlags = 0;
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char texpath[MAX_VA_STRING];
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char safemtname[16]; // only for external textures
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@@ -2526,12 +2523,10 @@ static void Mod_LoadTextureData( model_t *mod, dbspmodel_t *bmod, int textureInd
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// don't load texture data on dedicated server, as there is no renderer.
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// but count the wadusage for automatic precache
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//
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// FIXME: for ENGINE_IMPROVED_LINETRACE we need to load textures on server too
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// but there is no facility for this yet
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texture = mod->textures[textureIndex];
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mipTex = Mod_GetMipTexForTexture( bmod, textureIndex );
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usesCustomPalette = Mod_CalcMipTexUsesCustomPalette( mod, bmod, textureIndex );
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texture_t *texture = mod->textures[textureIndex];
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const mip_t *mipTex = Mod_GetMipTexForTexture( bmod, textureIndex );
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const qboolean usesCustomPalette = Mod_CalcMipTexUsesCustomPalette( mod, bmod, textureIndex );
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const qboolean iswater = Mod_LooksLikeWaterTexture( mipTex->name );
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// check for multi-layered sky texture (quake1 specific)
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if( bmod->isworld && Q_strncmp( mipTex->name, "sky", 3 ) == 0 && ( mipTex->width / mipTex->height ) == 2 )
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@@ -2540,11 +2535,13 @@ static void Mod_LoadTextureData( model_t *mod, dbspmodel_t *bmod, int textureInd
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return;
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}
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// FIXME: for ENGINE_IMPROVED_LINETRACE we need to load textures on server too
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// but there is no facility for this yet
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if( FBitSet( host.features, ENGINE_IMPROVED_LINETRACE ) && mipTex->name[0] == '{' )
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SetBits( txFlags, TF_KEEP_SOURCE ); // Paranoia2 texture alpha-tracing
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// check if this is water to keep the source texture and expand it to RGBA (so ripple effect works)
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if( Mod_LooksLikeWaterTexture( mipTex->name ))
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if( iswater )
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SetBits( txFlags, TF_KEEP_SOURCE | TF_EXPAND_SOURCE );
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// Texture loading order:
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@@ -2609,8 +2606,13 @@ static void Mod_LoadTextureData( model_t *mod, dbspmodel_t *bmod, int textureInd
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texture->gl_texturenum = R_GetBuiltinTexture( REF_DEFAULT_TEXTURE );
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}
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// Check for luma texture
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texture->fb_texturenum = 0;
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// Check for luma texture
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// a1ba: ignore for water because fb_texturenum will be used to store ripple texture
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if( iswater )
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return;
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if( load_external ) // external textures will not have TF_HAS_LUMA flag because it set only from WAD images loader
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{
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if( Mod_SearchForTextureReplacement( texpath, sizeof( texpath ), mod->name, safemtname, "_luma" ))
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