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>> No.10066641 [View]
File: 292 KB, 1179x1602, trusses.jpg [View same] [iqdb] [saucenao] [google]
10066641

Quake 3 / FTE bros, is there a better way of doing double-sided faces than just 'cull none' in the shader? I'm getting the inward face, but it's not being dynamically lit - just using the lightmap of the outwards face.
Trying to rip off some of Doom 3's transparent truss textures.

Full shader looks like:
> surfaceparm metalsteps
> surfaceparm trans
> surfaceparm alphashadow
> cull none
>
> program defaultwall
> diffusemap "textures/trusses1.tga"
> normalmap "textures/trusses1_normal.tga"
> specularmap "textures/trusses1_specular.tga"
> {
> map textures/trusses1.tga
> alphafunc GE128
> depthwrite
> rgbgen identity
> }
> {
> map $lightmap
> rgbgen identity
> blendfuncfilter
> depthfunc equal
> }

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