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Nov 25th, 2015
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C++ 0.55 KB | None | 0 0
  1.     if (tx->bWarped)
  2.     {
  3.         mShaderIndex = tx->bWarped;
  4.         tx->gl_info.shaderspeed = static_cast<FWarpTexture*>(tx)->GetSpeed();
  5.     }
  6.     else if (tx->bHasCanvas)
  7.     {
  8.     }
  9.     else
  10.     {
  11.         if (tx->gl_info.shaderindex >= FIRST_USER_SHADER)
  12.         {
  13.             mShaderIndex = tx->gl_info.shaderindex;
  14.         }
  15.         else
  16.         {
  17.             tx->CreateDefaultBrightmap();
  18.             if (tx->gl_info.Brightmap != NULL)
  19.             {
  20.                 ValidateSysTexture(tx->gl_info.Brightmap, expanded);
  21.                 FTextureLayer layer = {tx->gl_info.Brightmap, false};
  22.                 mTextureLayers.Push(layer);
  23.                 mShaderIndex = 3;
  24.             }
  25.         }
  26.     }
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