* Rewrite of R_LoadImage to make it more generic and data driven
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@@ -2416,7 +2416,6 @@ most world construction surfaces.
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*/
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shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImage ) {
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char strippedName[MAX_QPATH];
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char fileName[MAX_QPATH];
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int i, hash;
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char *shaderText;
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image_t *image;
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@@ -2494,13 +2493,11 @@ shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImag
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//
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// if not defined in the in-memory shader descriptions,
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// look for a single TGA, BMP, or PCX
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// look for a single supported image file
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//
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Q_strncpyz( fileName, name, sizeof( fileName ) );
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COM_DefaultExtension( fileName, sizeof( fileName ), ".tga" );
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image = R_FindImageFile( fileName, mipRawImage, mipRawImage, mipRawImage ? GL_REPEAT : GL_CLAMP );
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image = R_FindImageFile( name, mipRawImage, mipRawImage, mipRawImage ? GL_REPEAT : GL_CLAMP );
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if ( !image ) {
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ri.Printf( PRINT_DEVELOPER, "Couldn't find image for shader %s\n", name );
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ri.Printf( PRINT_DEVELOPER, "Couldn't find image file for shader %s\n", name );
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shader.defaultShader = qtrue;
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return FinishShader();
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}
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