Skip to content

Conversation

slipher
Copy link
Member

@slipher slipher commented Aug 27, 2025

This gets creep and heat haze that we were missing.

The one that's left that I know of is the human buildable construction shader. For that one we could do something in the cgame: either render it, or create a fake skin file that would trigger the shader to be built for models.

One more place we should probably look is in the alt shaders. Those correspond to when keywords in the shader text. I haven't done those yet since we don't seem to have any that trigger new permutations.

When the user registers a shader directly, assume it will be used for
explicitly specified polygons (as opposed to a model) and mark the
corresponding GLSL shaders for building. This gets creep and heat haze
that we were missing before.
- Remove the hard-coded one for particles since the previous commit
  catches it.
- Only build fog shaders if there is a fog.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

1 participant