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MAX_SHADER_REMAPS

Posted: Fri Aug 27, 2010 11:38 pm
by Quack
g_utils shows definition for this,

Code: Select all

#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?

Re: MAX_SHADER_REMAPS

Posted: Sat Aug 28, 2010 10:54 am
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?

Re: MAX_SHADER_REMAPS

Posted: Sat Aug 28, 2010 8:59 pm
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.