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

This commit is contained in:
Alibek Omarov
2025-01-18 08:30:59 +03:00
parent 4b1b3aa13c
commit 5b9db5940b

View File

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