Misc fixes+cleanups.
r_loadlit 2 will now use a few more cpu cores to get the job done, if it can. Fixes the menu background shader that I broke. Shader parser accepts cvars in more places. d3d+gl now share common conwidth calcs code, fixing d3d issues. d3d supports more backend features (no more gun in walls). show_fps calcs the framerate itself, so is more accurate in regard to frame times, regardless of how much I break other stuff. Now attempts to sleep a little between frames, to reduce cpu load and electricity (important on laptops maybe). cl_netfps will now default to 100.Enabling independant physics by default. The framerate defaults to a max 500, to avoid too many issues with too small time deltas. You can still set it higher if you wish. Enable voice chat by default (sorry moodles!). git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3668 fc73d0e0-1445-4013-8a0c-d673dee63da5
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18 changed files with 447 additions and 308 deletions
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@ -2227,7 +2227,17 @@ static void BE_RenderMeshProgram(const shader_t *shader, const shaderpass_t *pas
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qglUniform1fARB(s->progparm[i].handle[perm], ((cvar_t*)s->progparm[i].pval)->value);
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break;
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case SP_CVAR3F:
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// qglUniform3fvARB(uniformloc, 1, specialvec);
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{
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cvar_t *var = (cvar_t*)s->progparm[i].pval;
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char *vs = var->string;
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vs = COM_Parse(vs);
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param3[0] = atof(com_token);
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vs = COM_Parse(vs);
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param3[1] = atof(com_token);
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vs = COM_Parse(vs);
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param3[2] = atof(com_token);
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qglUniform3fvARB(s->progparm[i].handle[perm], 1, param3);
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}
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break;
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default:
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