Radiant:
misc... * filter toobar buttons also handle right mouse clicks: caulk: apply caulk tex clip: toggle apply clip/weapclip tex hint: toggle apply hint/hintlocal/hintskip tex triggers: apply trigger tex liquids: toggle apply watercaulk/lavacaulk/slimecaulk tex areaportals: toggle apply nodraw/nodrawnonsolid tex shader names are configurable through respective shader_* keys in .game file details: make detail structural: make structural * png icons with real alpha; partially antialiased
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@@ -41,7 +41,8 @@ class ShadersDependencies :
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ImageModuleRef m_bitmapModule;
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public:
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ShadersDependencies() :
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m_bitmapModule( "bmp" ){
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//m_bitmapModule( "bmp" ){
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m_bitmapModule( "png" ){
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}
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ImageModuleRef& getBitmapModule(){
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return m_bitmapModule;
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@@ -207,7 +207,7 @@ Image* loadHeightmap( void* environment, const char* name ){
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Image* loadSpecial( void* environment, const char* name ){
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if ( *name == '_' ) { // special image
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StringOutputStream bitmapName( 256 );
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bitmapName << GlobalRadiant().getAppPath() << "bitmaps/" << name + 1 << ".bmp";
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bitmapName << GlobalRadiant().getAppPath() << "bitmaps/" << name + 1 << ".png";
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Image* image = loadBitmap( environment, bitmapName.c_str() );
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if ( image != 0 ) {
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return image;
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@@ -951,7 +951,7 @@ void realise(){
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{
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StringOutputStream name( 256 );
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name << GlobalRadiant().getAppPath() << "bitmaps/" << ( IsDefault() ? "notex.bmp" : "shadernotex.bmp" );
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name << GlobalRadiant().getAppPath() << "bitmaps/" << ( IsDefault() ? "notex.png" : "shadernotex.png" );
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m_pTexture = GlobalTexturesCache().capture( LoadImageCallback( 0, loadBitmap ), name.c_str() );
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}
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}
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