git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2210 dfc29bdd-3216-0410-991c-e03cc46cb475

master
engineer_apple 2009-02-11 19:58:51 +00:00
parent bebda484e1
commit 6ad288bf1a
2 changed files with 9 additions and 7 deletions

View File

@ -100,7 +100,7 @@ void GameData::setDefault ()
loadParam.defaultLightMapMaterial = EMT_LIGHTMAP; loadParam.defaultLightMapMaterial = EMT_LIGHTMAP;
loadParam.defaultModulate = EMFN_MODULATE_1X; loadParam.defaultModulate = EMFN_MODULATE_1X;
loadParam.defaultFilter = EMF_ANISOTROPIC_FILTER; loadParam.defaultFilter = EMF_ANISOTROPIC_FILTER;
loadParam.verbose = 1; loadParam.verbose = 2;
loadParam.mergeShaderBuffer = 1; // merge meshbuffers with same material loadParam.mergeShaderBuffer = 1; // merge meshbuffers with same material
loadParam.cleanUnResolvedMeshes = 1; // should unresolved meshes be cleaned. otherwise blue texture loadParam.cleanUnResolvedMeshes = 1; // should unresolved meshes be cleaned. otherwise blue texture
loadParam.loadAllShaders = 1; // load all scripts in the script directory loadParam.loadAllShaders = 1; // load all scripts in the script directory
@ -111,8 +111,15 @@ void GameData::setDefault ()
CurrentMapName = ""; CurrentMapName = "";
CurrentArchiveList.clear (); CurrentArchiveList.clear ();
//! Explorer Media directory
CurrentArchiveList.push_back ( StartupDir + "../../media/" ); CurrentArchiveList.push_back ( StartupDir + "../../media/" );
//! Add the original quake3 files before you load your custom map
//! Most mods are using the original shaders, models&items&weapons
CurrentArchiveList.push_back ( "/q/baseq3/" ); CurrentArchiveList.push_back ( "/q/baseq3/" );
CurrentArchiveList.push_back ( StartupDir + "../../media/map-20kdm2.pk3" ); CurrentArchiveList.push_back ( StartupDir + "../../media/map-20kdm2.pk3" );
} }
@ -1086,7 +1093,7 @@ void CQuake3EventHandler::LoadMap ( const stringw &mapName, s32 collision )
*/ */
Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_ITEMS,ShaderParent, Meta, false ); Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_ITEMS,ShaderParent, Meta, false );
Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_FOG,FogParent, 0, false ); Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_FOG,FogParent, 0, false );
Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_UNRESOLVED,UnresolvedParent, 0, true ); Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_UNRESOLVED,UnresolvedParent, Meta, true );
/* /*

View File

@ -1488,11 +1488,6 @@ const IShader* CQ3LevelMesh::getShader( const c8 * filename, bool fileNameIsVali
if ( file ) if ( file )
{ {
getShader ( file ); getShader ( file );
if ( LoadParam.verbose > 1 )
{
message = searchName + " found " + Shader[index].name;
os::Printer::log("quake3:getShader", message.c_str(), ELL_INFORMATION);
}
file->drop (); file->drop ();
} }