git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2210 dfc29bdd-3216-0410-991c-e03cc46cb475
parent
bebda484e1
commit
6ad288bf1a
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@ -100,7 +100,7 @@ void GameData::setDefault ()
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loadParam.defaultLightMapMaterial = EMT_LIGHTMAP;
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loadParam.defaultLightMapMaterial = EMT_LIGHTMAP;
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loadParam.defaultModulate = EMFN_MODULATE_1X;
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loadParam.defaultModulate = EMFN_MODULATE_1X;
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loadParam.defaultFilter = EMF_ANISOTROPIC_FILTER;
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loadParam.defaultFilter = EMF_ANISOTROPIC_FILTER;
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loadParam.verbose = 1;
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loadParam.verbose = 2;
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loadParam.mergeShaderBuffer = 1; // merge meshbuffers with same material
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loadParam.mergeShaderBuffer = 1; // merge meshbuffers with same material
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loadParam.cleanUnResolvedMeshes = 1; // should unresolved meshes be cleaned. otherwise blue texture
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loadParam.cleanUnResolvedMeshes = 1; // should unresolved meshes be cleaned. otherwise blue texture
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loadParam.loadAllShaders = 1; // load all scripts in the script directory
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loadParam.loadAllShaders = 1; // load all scripts in the script directory
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@ -111,8 +111,15 @@ void GameData::setDefault ()
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CurrentMapName = "";
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CurrentMapName = "";
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CurrentArchiveList.clear ();
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CurrentArchiveList.clear ();
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//! Explorer Media directory
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CurrentArchiveList.push_back ( StartupDir + "../../media/" );
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CurrentArchiveList.push_back ( StartupDir + "../../media/" );
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//! Add the original quake3 files before you load your custom map
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//! Most mods are using the original shaders, models&items&weapons
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CurrentArchiveList.push_back ( "/q/baseq3/" );
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CurrentArchiveList.push_back ( "/q/baseq3/" );
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CurrentArchiveList.push_back ( StartupDir + "../../media/map-20kdm2.pk3" );
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CurrentArchiveList.push_back ( StartupDir + "../../media/map-20kdm2.pk3" );
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}
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}
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@ -1086,7 +1093,7 @@ void CQuake3EventHandler::LoadMap ( const stringw &mapName, s32 collision )
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*/
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*/
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Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_ITEMS,ShaderParent, Meta, false );
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Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_ITEMS,ShaderParent, Meta, false );
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Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_FOG,FogParent, 0, false );
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Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_FOG,FogParent, 0, false );
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Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_UNRESOLVED,UnresolvedParent, 0, true );
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Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_UNRESOLVED,UnresolvedParent, Meta, true );
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/*
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/*
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@ -1488,11 +1488,6 @@ const IShader* CQ3LevelMesh::getShader( const c8 * filename, bool fileNameIsVali
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if ( file )
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if ( file )
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{
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{
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getShader ( file );
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getShader ( file );
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if ( LoadParam.verbose > 1 )
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{
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message = searchName + " found " + Shader[index].name;
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os::Printer::log("quake3:getShader", message.c_str(), ELL_INFORMATION);
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}
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file->drop ();
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file->drop ();
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}
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}
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