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Don't use Soft Particles for particles at player-weapon
or at least if weaponDepthHack is set. That somehow broke muzzle flash effects in Dentonmod, see https://github.com/dhewm/dhewm3-sdk/issues/36
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1 changed files with 3 additions and 1 deletions
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@ -1443,7 +1443,9 @@ static void R_AddAmbientDrawsurfs( viewEntity_t *vEntity ) {
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float particle_radius = -1.0f; // Default = disallow softening, but allow modelDepthHack if specified in the decl.
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if ( r_useSoftParticles.GetBool() && r_enableDepthCapture.GetInteger() != 0
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&& !shader->ReceivesLighting() // don't soften surfaces that are meant to be solid
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&& tr.viewDef->renderView.viewID >= 0 ) // Skip during "invisible" rendering passes (e.g. lightgem)
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&& tr.viewDef->renderView.viewID >= 0 // Skip during "invisible" rendering passes (e.g. lightgem)
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// don't apply to particles spawned at the player-weapon (like muzzle flash)
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&& !vEntity->weaponDepthHack ) // to fix https://github.com/dhewm/dhewm3-sdk/issues/36
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{
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const idRenderModelPrt* prt = dynamic_cast<const idRenderModelPrt*>( def->parms.hModel ); // yuck.
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if ( prt )
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