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Apply full bright textures to brush models. This is really starting to look a lot like Quake now!

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Nico de Poel 5 years ago
parent
commit
67980400ef
  1. 12
      Assets/Scripts/Game/GameState.cs

12
Assets/Scripts/Game/GameState.cs

@ -45,15 +45,19 @@ public class GameState
meshGO.transform.SetParent(subModelGO.transform); meshGO.transform.SetParent(subModelGO.transform);
var mf = meshGO.AddComponent<MeshFilter>(); var mf = meshGO.AddComponent<MeshFilter>();
mf.sharedMesh = surfaceMesh.Mesh;
var mr = meshGO.AddComponent<MeshRenderer>(); var mr = meshGO.AddComponent<MeshRenderer>();
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; uint texNum = surfaceMesh.Texture.TextureNum;
if (uq.GameAssets.TryGetTexture(texNum, out var texture)) 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);
} }
} }

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