Again, my fault. R_PolygonVertex() is not responsable for not showing colors of shaders.
In case, someone is interested(probably no one, but whatever)..
If you create in fte BSP brushes at runtime, you cannot use transparent shaders, so, if you plan to creat big (or small) runtime bsp maps in fte, avoid these kind of shaders
Code: Select all
axisx
{
{
program ton_flatcolor#RED
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaFunc GT0
depthWrite
rgbGen identity
}
{
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
cull none
}
They simply not work. FTE has tons of issues with transparent shaders and GLSL
If you want to create empty maps as "placeholder":
- just put a floor in your quake3 map editor sw big enough to cover let's say 16000x16000x64 units, put an info_player_start and a light with targetname key and radius of 1 (it won't be used in game, but fte doesn't work correctly with dynamic light if map doesn't have a named light
).
- Make sure your compiler won't stop if map is leaked (in NetRadiant there's preferences manu to do that) and you're done. Your empty map is ready.
- Now you can add a "hull bsp room" that encompasses the void. In CraFTEr I'll explain how to do that
If you're creating a realtime editor to edit your map entities dynamically (as it should be in 2017), it's very important that you add the floor, otherwise, projecting mouse coords from 2d to 3d space will make the cursor coords not to be coherent (cursor could appear placed too far from mouse position for example), instead, having the floor that "intercepts" mouse traceline funcs will help you to have your cursor placed exactly where mouse is placed. No matter how you edit your traceline ray, even you block it at some specific distance, without floor, cursor won't be placed correctly