add shader key q3map_noDirty, which disables the dirty pass on the surface. It's handy for lightmapped terrain models where dirty produces odd darkness on mesh splits.
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@ -1546,6 +1546,7 @@ void DirtyRawLightmap( int rawLightmapNum )
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rawLightmap_t *lm;
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surfaceInfo_t *info;
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trace_t trace;
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qboolean noDirty;
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/* bail if this number exceeds the number of raw lightmaps */
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@ -1579,6 +1580,20 @@ void DirtyRawLightmap( int rawLightmapNum )
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}
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}
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noDirty = qfalse;
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for( i = 0; i < trace.numSurfaces; i++ )
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{
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/* get surface */
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info = &surfaceInfos[ trace.surfaces[ i ] ];
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/* check twosidedness */
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if( info->si->noDirty )
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{
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noDirty = qtrue;
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break;
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}
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}
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/* gather dirt */
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for( y = 0; y < lm->sh; y++ )
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{
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@ -1597,6 +1612,13 @@ void DirtyRawLightmap( int rawLightmapNum )
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if( *cluster < 0 )
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continue;
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/* don't apply dirty on this surface */
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if( noDirty )
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{
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*dirt = 1.0f;
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continue;
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}
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/* copy to trace */
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trace.cluster = *cluster;
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VectorCopy( origin, trace.origin );
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@ -749,6 +749,7 @@ typedef struct shaderInfo_s
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qb_t noFog; /* ydnar: supress fogging */
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qb_t clipModel; /* ydnar: solid model hack */
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qb_t noVertexLight; /* ydnar: leave vertex color alone */
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qb_t noDirty; /* jal: do not apply the dirty pass to this surface */
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byte styleMarker; /* ydnar: light styles hack */
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@ -1524,6 +1524,12 @@ static void ParseShaderFile( const char *filename )
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si->floodlightDirectionScale = atof( token );
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}
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/* jal: q3map_nodirty : skip dirty */
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else if( !Q_stricmp( token, "q3map_nodirty" ) )
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{
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si->noDirty = qtrue;
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}
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/* q3map_lightmapSampleSize <value> */
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else if( !Q_stricmp( token, "q3map_lightmapSampleSize" ) )
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{
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@ -1668,7 +1674,7 @@ static void ParseShaderFile( const char *filename )
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si->offset = atof( token );
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}
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/* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
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/* ydnar: q3map_fur <numlayers> <offset> <fade> */
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else if( !Q_stricmp( token, "q3map_fur" ) )
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{
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GetTokenAppend( shaderText, qfalse );
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