* render Q3 shader based skyboxes
logic: load 6 skybox textures when shader gets used by scene, don't unload dynamically, just on 'flush' texture browser only uses normal preview image and doesn't trigger potentially heavy box loading also fix R_ResampleTexture for [2+x upscaling
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@@ -82,6 +82,7 @@ public:
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GLint m_texture5;
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GLint m_texture6;
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GLint m_texture7;
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GLint m_textureSkyBox;
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Vector4 m_colour;
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GLenum m_blend_src, m_blend_dst;
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GLenum m_depthfunc;
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@@ -98,6 +98,7 @@ public:
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virtual void DecRef() = 0;
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// get/set the qtexture_t* Radiant uses to represent this shader object
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virtual qtexture_t* getTexture() const = 0;
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virtual qtexture_t* getSkyBox() = 0;
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virtual qtexture_t* getDiffuse() const = 0;
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virtual qtexture_t* getBump() const = 0;
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virtual qtexture_t* getSpecular() const = 0;
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@@ -32,8 +32,9 @@ class LoadImageCallback
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public:
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void* m_environment;
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LoadFunc m_func;
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bool m_skybox;
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LoadImageCallback( void* environment, LoadFunc func ) : m_environment( environment ), m_func( func ){
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LoadImageCallback( void* environment, LoadFunc func, bool skybox = false ) : m_environment( environment ), m_func( func ), m_skybox( skybox ){
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}
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Image* loadImage( const char* name ) const {
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return m_func( m_environment, name );
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