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What a fine lonely day

Name: In case of your unjovial streem 2024-08-16 12:39

I d trade the whole world for today


(Not tommorow either)

But I guess
The world
Is not
Enough

Dundunddunduuuuuun.

Name: Anonymous 2025-02-18 1:48

Name: Anonymous 2025-02-18 1:48

Name: Anonymous 2025-02-18 1:51

Name: Anonymous 2025-02-18 1:52

Name: Anonymous 2025-02-18 1:55

Name: Anonymous 2025-02-18 1:57

Name: Anonymous 2025-02-18 2:41

Name: Anonymous 2025-02-18 2:46

Name: Anonymous 2025-02-18 3:15

Name: Anonymous 2025-02-18 3:37

Name: Anonymous 2025-02-18 3:39

Name: Anonymous 2025-02-18 3:44

Name: Anonymous 2025-02-18 23:57

terrorist being triumphalist: anti free speech:https://archive.4plebs.org/pol/thread/497794511/#q497846691
"you will get arrested soon" @ person showing old syrian flag of dec

Name: Anonymous 2025-02-19 0:02

Name: Anonymous 2025-02-19 1:36

Name: Anonymous 2025-02-19 2:17

Name: Anonymous 2025-02-19 2:23

Name: Anonymous 2025-02-19 12:02

gonfactor and mod_q3shader_default_polygonoffset controls default values.
[edit] dpTransparentSort <sort>

Rendering of blended materials requires software sorting to keep the depth order of geometry. This keyword changes default distance sorting to allow for special effects.

distance : default distance-based sorting
hud : this surface will always be ontop of all another blended materials
sky : opposite to hud, this surface

Name: Anonymous 2025-02-19 12:13

Name: Anonymous 2025-02-19 12:17

cull none
{
//map textures/water/ruiner_water.jpg
map textures/caethaver2_deco/water10.tga
blendFunc add
//rgbGen identity
rgbgen const ( 0 0 1 )
}
}

didn't wokr

Name: Anonymous 2025-02-19 12:18

dnteither Q3map_TessSize 8
cull none
{
//map textures/water/ruiner_water.jpg
map textures/caethaver2_deco/water10.tga
blendFunc add
//rgbGen identity
rgbGen const ( 0 0 1 )
}
}

Name: Anonymous 2025-02-19 12:34

Name: Anonymous 2025-02-19 12:39

Name: Anonymous 2025-02-19 12:40

Name: Anonymous 2025-02-19 12:41

Name: Anonymous 2025-02-19 12:49

Name: Anonymous 2025-02-19 12:55

Name: Anonymous 2025-02-19 13:10

didnt wrk
// color ontop through the fog mask texture
//
// if this is an additive blended material, all the earlier passes
// were darkened by fog already, and we should not add fog color
// (because the background was not darkened, there is no fog color
// that was lost behind it).
R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
}
}
//XXXXX COLORTINTHACK?
R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, 1, 0, 1, t->lightmapcolor[3]);
//XXXXX
return t->currentframe;
}

rsurfacestate_t rsurface;

Name: Anonymous 2025-02-19 13:10

gl_rmain.c

Name: Anonymous 2025-02-19 13:12

void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
{

Name: Anonymous 2025-02-19 13:12

static float dummy_colormod[3] = {1, 1, 1};
float *colormod = rsurface.colormod;

Name: Anonymous 2025-02-19 13:48

forcecolormod?
shadercolormod?

Name: Anonymous 2025-02-19 13:55

Name: Anonymous 2025-02-20 2:17

Name: Anonymous 2025-02-20 16:06

Name: Anonymous 2025-02-20 20:14

Name: Anonymous 2025-02-20 20:40

Name: Anonymous 2025-02-21 11:33

Name: Anonymous 2025-02-21 11:35

Name: Anonymous 2025-02-21 11:36


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