Closed zturtleman closed 6 months ago
Looks good to me and totally the same now like with the OpenGL1 renderer. Thx a lot for this fix which will enable us now to set the OpenGL2 renderer as default and to make use of the advanced effects and features.
@zturtleman: Does your fix break the cascaded shadow map? I just recognised, that in wop_trashmap the shadows are not cast on the side walk next to the sandbox but inside the sandbox. This is really strange. In wop_trashmapBB shadows arecast everywhere. Also a missing q3map_surfacelight key in the mtr shader breaks the skybox (textures are not drawn) so I need to set it at least to 0 to make it work again. tested with changes made in 0047db6b22b7f646d6b2d2c385bdc23b8f7c52c0.
Oops, I guess I forgot to test after switching CollapseStagesToGLSL() from checking lightmap is not rgbGen identity to not blendFunc filter. Fixed in #244.
Fixes https://github.com/PadWorld-Entertainment/worldofpadman/issues/54 (wop_trashmap rendering)
For r_mergeLightmaps 1
For r_sunlightMode 1
I'll add it to ioquake3 after it's confirmed fixed in WoP, since that's what it's for.