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
This commit is contained in:
Garux
2017-08-01 14:03:16 +03:00
parent 23d2497f12
commit 6f51c7f28d
277 changed files with 327 additions and 108 deletions

View File

@@ -41,7 +41,8 @@ class ShadersDependencies :
ImageModuleRef m_bitmapModule;
public:
ShadersDependencies() :
m_bitmapModule( "bmp" ){
//m_bitmapModule( "bmp" ){
m_bitmapModule( "png" ){
}
ImageModuleRef& getBitmapModule(){
return m_bitmapModule;

View File

@@ -207,7 +207,7 @@ Image* loadHeightmap( void* environment, const char* name ){
Image* loadSpecial( void* environment, const char* name ){
if ( *name == '_' ) { // special image
StringOutputStream bitmapName( 256 );
bitmapName << GlobalRadiant().getAppPath() << "bitmaps/" << name + 1 << ".bmp";
bitmapName << GlobalRadiant().getAppPath() << "bitmaps/" << name + 1 << ".png";
Image* image = loadBitmap( environment, bitmapName.c_str() );
if ( image != 0 ) {
return image;
@@ -951,7 +951,7 @@ void realise(){
{
StringOutputStream name( 256 );
name << GlobalRadiant().getAppPath() << "bitmaps/" << ( IsDefault() ? "notex.bmp" : "shadernotex.bmp" );
name << GlobalRadiant().getAppPath() << "bitmaps/" << ( IsDefault() ? "notex.png" : "shadernotex.png" );
m_pTexture = GlobalTexturesCache().capture( LoadImageCallback( 0, loadBitmap ), name.c_str() );
}
}