¿? hmm you mean in the trap call? well technically, i just looked at re.RemapShader in the engine and only the first parameter really needs it and the last object is really just a float as far as i can see.
See (this is the fixed version in the engine using a fail-safe checker for COM_StripExtension):
tr_shader.c:
Code:
void R_RemapShader(const char *shaderName, const char *newShaderName, const char *timeOffset) {
char strippedName[MAX_QPATH];
int hash;
shader_t *sh, *sh2;
qhandle_t h;
sh = R_FindShaderByName( shaderName );
if (sh == NULL || sh == tr.defaultShader) {
h = RE_RegisterShaderLightMap(shaderName, 0);
sh = R_GetShaderByHandle(h);
}
if (sh == NULL || sh == tr.defaultShader) {
ri.Printf( PRINT_WARNING, "WARNING: R_RemapShader: shader %s not found\n", shaderName );
return;
}
sh2 = R_FindShaderByName( newShaderName );
if (sh2 == NULL || sh2 == tr.defaultShader) {
h = RE_RegisterShaderLightMap(newShaderName, 0);
sh2 = R_GetShaderByHandle(h);
}
if (sh2 == NULL || sh2 == tr.defaultShader) {
ri.Printf( PRINT_WARNING, "WARNING: R_RemapShader: new shader %s not found\n", newShaderName );
return;
}
// remap all the shaders with the given name
// even tho they might have different lightmaps
COM_StripExtension(shaderName, strippedName, sizeof(strippedName));
hash = generateHashValue(strippedName, FILE_HASH_SIZE);
for (sh = hashTable[hash]; sh; sh = sh->next) {
if (Q_stricmp(sh->name, strippedName) == 0) {
if (sh != sh2) {
sh->remappedShader = sh2;
} else {
sh->remappedShader = NULL;
}
}
}
if (timeOffset) {
sh2->timeOffset = atof(timeOffset);
}
}
old version that exists in jka:
Code:
void R_RemapShader(const char *shaderName, const char *newShaderName, const char *timeOffset) {
char strippedName[MAX_QPATH];
int hash;
shader_t *sh, *sh2;
qhandle_t h;
sh = R_FindShaderByName( shaderName );
if (sh == NULL || sh == tr.defaultShader) {
h = RE_RegisterShaderLightMap(shaderName, 0);
sh = R_GetShaderByHandle(h);
}
if (sh == NULL || sh == tr.defaultShader) {
ri.Printf( PRINT_WARNING, "WARNING: R_RemapShader: shader %s not found\n", shaderName );
return;
}
sh2 = R_FindShaderByName( newShaderName );
if (sh2 == NULL || sh2 == tr.defaultShader) {
h = RE_RegisterShaderLightMap(newShaderName, 0);
sh2 = R_GetShaderByHandle(h);
}
if (sh2 == NULL || sh2 == tr.defaultShader) {
ri.Printf( PRINT_WARNING, "WARNING: R_RemapShader: new shader %s not found\n", newShaderName );
return;
}
// remap all the shaders with the given name
// even tho they might have different lightmaps
COM_StripExtension(shaderName, strippedName);
hash = generateHashValue(shaderName, FILE_HASH_SIZE);
for (sh = hashTable[hash]; sh; sh = sh->next) {
if (Q_stricmp(sh->name, strippedName) == 0) {
if (sh != sh2) {
sh->remappedShader = sh2;
} else {
sh->remappedShader = NULL;
}
}
}
if (timeOffset) {
sh2->timeOffset = atof(timeOffset);
}
}
note how in the fixed version com_stripextension takes into affect the newsize, and the jka one does not.
Code:
/*
============
COM_StripExtension
============
*/
void COM_StripExtension( const char *in, char *out ) {
while ( *in && *in != '.' ) {
*out++ = *in++;
}
*out = 0;
}
vs.
Code:
/*
============
COM_StripExtensionSafe
============
*/
void COM_StripExtensionSafe( const char *in, char *out, int destsize ) {
int length;
Q_strncpyz(out, in, destsize);
length = strlen(out)-1;
while (length > 0 && out[length] != '.')
{
length--;
if (out[length] == '/')
return; // no extension
}
if (length)
out[length] = 0;
}
i renamed it because i do not like to modify anything in the q_* files