[Gtkradiant] Reliance on textures/ in texture names
Timothee Besset
gtkradiant@zerowing.idsoftware.com
Wed, 26 Sep 2001 14:03:33 +0200
Yes we are going to have that behaviour in 1.2. This is one of the things
that will be merged from Spog's branch into the trunk. Using shader names
stripped from "textures/" has some nasty consequences on the code and
sanity checks we have to perform.
TTimo
At 10:47 26/09/2001 +0100, you wrote:
>Fixed in 1.2 branch "spog".
>Internally stores all shader names as the full path, ie.
>"textures/bleh/blah" or "models/mapobjects/bleh/blah" or "sprites/bleh".
>To keep backwards compatibility with .map format, texture names for brush
>faces and patches have the "textures/" removed on saving and re-added on
>loading.
>
>-SPoG
>
>-----Original Message-----
>From: Hydra [mailto:hydra@hydras-world.com]
>Sent: 26 September 2001 02:04
>To: gtkradiant@zerowing.idsoftware.com
>Subject: [Gtkradiant] Reliance on textures/ in texture names
>
>
>At the moment, alot of the code adds and removes textures/ from texture
>names and paths.
>
>Thinking about it, this isn't really necessary as the only reason I can see
>it being in there is because q3 shader scripts are defined as
>textures/<blah>
>
>Map files never store textures/mytex/foo, only mytex/foo.
>
>Maybe the shaders plugin should handle this ?
>
>Should this be entered as a bug ?
>
>
>
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