generate culled and non-culled variants of translucent textures#12
Open
generate culled and non-culled variants of translucent textures#12
Conversation
slipher
reviewed
Feb 20, 2026
|
|
||
| newShader = copy.deepcopy(shader) | ||
| newShader["keywords"]["cull"] = {"none"} | ||
| newShaders[shadername + "_cull"] = newShader |
Member
There was a problem hiding this comment.
This seems backwards, the one named "cull" is the version with "no culling"?
Maybe "onesided"/"twosided" would be a clearer terminology.
Member
Author
There was a problem hiding this comment.
Ah yes. It's backward. Fixed.
6db43e2 to
68f7895
Compare
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Generate culled and non-culled variants of translucent textures.
A known way to workaround broken deluxe maps on translucent textures is to cull the translucent texture.
For example culling the trak5 glass workarounds this bug:
Sloth disabled culling on translucent textures, and it makes sense when the texture is within the world, like when used on a glass door, or that you can walk both outside and inside a building having windows made of glass.
But when the glass surface is sealing the world and the other side of the glass is the void, we can cull those textures, and it happens that culling such textures helps
q3map2to not do garbage with deluxe mapping (maybe q3map2 is trying to blend the deluxemaps of both side into one).So this code generates an extra
_cullvariant, here an example with trak5 glass: