I have three small requests:
a) right now it seems that shaders using surfaceparm nodraw can’t emit light, even if they have q3map_surfacelight set. Any way this could be changed in a future release ? Right now I’m using a shader with blendFunc GL_ZERO GL_ONE, which in the end looks just the same, but surfaceparm nodraw would be cooler, heh.
b) another thing I’ve noticed is that the _min*light keys are global settings, but IMO they would be a bit more useful if we were able to use them locally (on a per-entity basis, just like _lightmapscale for example).
c) last request is actually an older one… it’s about non-lightmapped transparent surfaces - they can’t have decals on them, could you make it so that they’re turned into MST_TRIANGLE_SOUP only if the shader has surfaceparm nomarks in it ?
Thanks for your time.
Cheers !
