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| author | salmonik <salmonik@tuta.io> | 2026-11-04 18:46:46 +0100 |
|---|---|---|
| committer | salmonik <salmonik@tuta.io> | 2026-11-04 18:46:46 +0100 |
| commit | bfd2f7fac43069d29436d4ecf3767b2c57f59c3a (patch) | |
| tree | 859bd2fba7403a059e1adb058f3d8309c64e7e3c /src | |
| parent | Chams: preload style materials outside the model draw (diff) | |
| download | hl2h-bfd2f7fac43069d29436d4ecf3767b2c57f59c3a.tar.gz hl2h-bfd2f7fac43069d29436d4ecf3767b2c57f59c3a.zip | |
Chams: use the loaded VGUI whites for flat and additive
models/debug/debugwhite is EP2-only and additivevertexcolorvertexalpha is not
loadable in the base game. Preload vgui/white for Flat and vgui/white_additive
for Additive; the other debug styles were already found. The viewmodel keeps
the solid model shader.
Diffstat (limited to '')
| -rw-r--r-- | src/studio.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/studio.cpp b/src/studio.cpp index 44d1bb4..f815c16 100644 --- a/src/studio.cpp +++ b/src/studio.cpp | |||
| @@ -204,11 +204,11 @@ void *viewmodel_material(); | |||
| 204 | const char *chams_material_name(int idx) { | 204 | const char *chams_material_name(int idx) { |
| 205 | switch (idx) { | 205 | switch (idx) { |
| 206 | case 1: return "debug/debugwireframe"; | 206 | case 1: return "debug/debugwireframe"; |
| 207 | case 2: return "debug/additivevertexcolorvertexalpha"; | 207 | case 2: return "vgui/white_additive"; |
| 208 | case 3: return "debug/debugtranslucentsinglecolor"; | 208 | case 3: return "debug/debugtranslucentsinglecolor"; |
| 209 | case 4: return "debug/debugtranslucentvertexcolor"; | 209 | case 4: return "debug/debugtranslucentvertexcolor"; |
| 210 | case 5: return "debug/debugmrmfullbright2"; | 210 | case 5: return "debug/debugmrmfullbright2"; |
| 211 | default: return "models/debug/debugwhite"; | 211 | default: return "vgui/white"; // models/debug/debugwhite is EP2-only |
| 212 | } | 212 | } |
| 213 | } | 213 | } |
| 214 | 214 | ||
