MAX_SHADER_REMAPS

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Quack
Posts: 82
Joined: Thu Sep 07, 2006 6:56 pm

MAX_SHADER_REMAPS

Post by Quack »

g_utils shows definition for this,

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#define MAX_SHADER_REMAPS 128
Can you give me any basic information about remaps via targetShader or _remap?
What does 1 remap count as?

If you take shader1, then change shader1 to shader2, then change shader1 (remapped as shader2), to shader3. Is this considered one remap or two?
Is there a way to print out the number of remaps your using within the console? Or would there be an easy way to add a command and make a very simple mod to display all remaps currently in use?
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: MAX_SHADER_REMAPS

Post by ^misantropia^ »

If you take shader1, then change shader1 to shader2, then change shader1 (remapped as shader2), to shader3. Is this considered one remap or two?
One.
Is there a way to print out the number of remaps your using within the console? Or would there be an easy way to add a command and make a very simple mod to display all remaps currently in use?
No to the first question, yes to the second. Are you running into limits?
Quack
Posts: 82
Joined: Thu Sep 07, 2006 6:56 pm

Re: MAX_SHADER_REMAPS

Post by Quack »

No, I am not at the limit yet. I would like to know how many remaps, if any, the default or modded versions of quake3 use. And then start adding custom remaps using targetShader & _remap to see how fast this limit would be hit. I don't know a lot about programming for q3 and I don't have the resources to compile the source atm. I want a mod that would display a list of all remaps and display what a shader is remapped to. Also, include the total number of remaps used in the console or hud.
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