removed the R_SetPVSCulling extension

reverted 7e0de354c2
the mod can feed a different area mask to force drawing everything
This commit is contained in:
myT 2023-04-04 22:42:24 +02:00
parent c75b2b27fa
commit 8ed8d26481
6 changed files with 2 additions and 27 deletions

View File

@ -356,7 +356,6 @@ static qbool CL_CG_GetValue( char* value, int valueSize, const char* key )
{ "trap_CNQ3_NDP_StartVideo", CG_EXT_NDP_STARTVIDEO },
{ "trap_CNQ3_NDP_StopVideo", CG_EXT_NDP_STOPVIDEO },
{ "trap_CNQ3_R_RenderScene", CG_EXT_R_RENDERSCENE },
{ "trap_CNQ3_R_SetPVSCulling", CG_EXT_R_SETPVSCULLING },
// commands
{ "screenshotnc", 1 },
{ "screenshotncJPEG", 1 },
@ -709,10 +708,6 @@ static intptr_t CL_CgameSystemCalls( intptr_t *args )
re.RenderScene( VMA(1), args[2] );
return 0;
case CG_EXT_R_SETPVSCULLING:
re.SetPVSCulling( (qbool)args[1] );
return 0;
default:
Com_Error( ERR_DROP, "Bad cgame system trap: %i", args[0] );
}

View File

@ -202,8 +202,7 @@ typedef enum {
CG_EXT_NDP_READUNTIL,
CG_EXT_NDP_STARTVIDEO,
CG_EXT_NDP_STOPVIDEO,
CG_EXT_R_RENDERSCENE,
CG_EXT_R_SETPVSCULLING
CG_EXT_R_RENDERSCENE
} cgameImport_t;

View File

@ -683,12 +683,6 @@ static qbool RE_IsDepthClampEnabled()
}
static void RE_SetPVSCulling( qbool enable )
{
tr.drawEntireMap = !enable;
}
const refexport_t* GetRefAPI( const refimport_t* rimp )
{
static refexport_t re;
@ -742,7 +736,5 @@ const refexport_t* GetRefAPI( const refimport_t* rimp )
re.DepthClamp = RE_IsDepthClampEnabled;
re.SetPVSCulling = RE_SetPVSCulling;
return &re;
}

View File

@ -936,8 +936,6 @@ typedef struct {
float mipFilter[4]; // only used by the GPU generators
qbool worldSurface; // is the currently added draw surface a world surface?
qbool drawEntireMap;
} trGlobals_t;
extern backEndState_t backEnd;

View File

@ -170,9 +170,6 @@ typedef struct {
// is depth clamping enabled?
qbool (*DepthClamp)();
// qfalse will force drawing the entire map
void (*SetPVSCulling)( qbool enable );
} refexport_t;
//

View File

@ -512,12 +512,6 @@ static void R_MarkLeaves()
return;
}
// when playing a demo on a different map, the area masks might not match
// it's safest to ignore the demo's area mask and mark all nodes as visible
if ( tr.drawEntireMap ) {
tr.refdef.areamaskModified = qtrue;
}
// current viewcluster
leaf = R_PointInLeaf( tr.viewParms.pvsOrigin );
cluster = leaf->cluster;
@ -534,7 +528,7 @@ static void R_MarkLeaves()
tr.visCount++;
tr.viewCluster = cluster;
if ( r_novis->integer || tr.viewCluster == -1 || tr.drawEntireMap ) {
if ( r_novis->integer || tr.viewCluster == -1 ) {
for ( i = 0; i < tr.world->numnodes; ++i ) {
if (tr.world->nodes[i].contents != CONTENTS_SOLID) {
tr.world->nodes[i].visframe = tr.visCount;