It is proven that it's possible to draw brightmapped models, though the technique demonstrated is rather hacky (placing models in the textures namespace).
How much work would it be to tweak GZDoom to add proper support for it? I imagine a MODELDEF keyword would suffice.
Proper support for brightmapped models
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Re: Proper support for brightmapped models
Would GLDEFS/DOOMDEFS/etc not be a better place?
There are already keywords for flats, sprites and textures. That strikes me as the logical place to also add something like "modelskin" as a keyword.
I guess either that or have a modeldef ketword that means "use a lump from the textures namespace as a skin instead of something from the model path". (I suspect that's what you had in mind.)
There are already keywords for flats, sprites and textures. That strikes me as the logical place to also add something like "modelskin" as a keyword.
I guess either that or have a modeldef ketword that means "use a lump from the textures namespace as a skin instead of something from the model path". (I suspect that's what you had in mind.)
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Re: Proper support for brightmapped models
Uhh... yeah... actually GLDEFS would be a better place, since that is where brightmaps are being defined anyway... 

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Re: Proper support for brightmapped models
No, brightmaps for models should be defined where the skin is defined. The other things are separate because they are defined in nonGL-specific lumps.