From 67980400ef388826b87866fddbe485f9d1a4f043 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Wed, 14 Jul 2021 14:56:34 +0200 Subject: [PATCH] Apply full bright textures to brush models. This is really starting to look a lot like Quake now! --- Assets/Scripts/Game/GameState.cs | 12 ++++++++---- 1 file changed, 8 insertions(+), 4 deletions(-) diff --git a/Assets/Scripts/Game/GameState.cs b/Assets/Scripts/Game/GameState.cs index 21d1d60..8e403cc 100644 --- a/Assets/Scripts/Game/GameState.cs +++ b/Assets/Scripts/Game/GameState.cs @@ -45,15 +45,19 @@ public class GameState meshGO.transform.SetParent(subModelGO.transform); var mf = meshGO.AddComponent(); - mf.sharedMesh = surfaceMesh.Mesh; - var mr = meshGO.AddComponent(); - uq.CurrentStyle.SetupWorldModelRenderer(mr); // TODO FIXME This is wrong for brush model entities + mf.sharedMesh = surfaceMesh.Mesh; + + // TODO FIXME This is wrong for brush model entities + uq.CurrentStyle.SetupWorldModelRenderer(mr); // TODO FIXME this currently leaks Materials uint texNum = surfaceMesh.Texture.TextureNum; if (uq.GameAssets.TryGetTexture(texNum, out var texture)) { - uq.CurrentStyle.SetWorldModelTextures(mr.material, texture, null, null); + uint fbNum = surfaceMesh.Texture.FullBrightNum; + uq.GameAssets.TryGetTexture(fbNum, out var fullBright); + + uq.CurrentStyle.SetWorldModelTextures(mr.material, texture, fullBright, null); } }