From Jason Daly, "Somehow, one of the shaders in the bsp plugin started behaving incorrectly between the original submission and now. I suspect it has to do with a typo in the setup of the shader that was fixed at some point, or it happened during the recent warnings purge. In any case, I had to invert the usage of a parameter in the shader to make it behave properly again.
The vtf plugin wasn't working in Windows due to OS differences in the byte-packing of the header structure (on Windows, the big block read was causing a buffer overrun). I fixed this by reading the structure from the file field by field. It's now happy on both Linux and Windows."
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@@ -685,9 +685,9 @@ ref_ptr<StateSet> VBSPReader::createBlendShader(Texture * tex1, Texture * tex2)
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" vec4 tex1Color;\n"
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" vec4 tex2Color;\n"
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"\n"
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" tex1Color = texture2D(tex1, gl_TexCoord[0].st) * fBlendParam;\n"
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" tex2Color = texture2D(tex2, gl_TexCoord[0].st) *\n"
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" tex1Color = texture2D(tex1, gl_TexCoord[0].st) *\n"
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" (1.0 - fBlendParam);\n"
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" tex2Color = texture2D(tex2, gl_TexCoord[0].st) * fBlendParam;\n"
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"\n"
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" gl_FragColor = gl_Color * (tex1Color + tex2Color);\n"
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"}\n"
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