git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4740 fc73d0e0-1445-4013-8a0c-d673dee63da5
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2 changed files with 7 additions and 2 deletions
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@ -1808,7 +1808,8 @@ qboolean Alias_GAliasBuildMesh(mesh_t *mesh, vbo_t **vbop, galiasinfo_t *inf, in
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lerpcutoff = inf->lerpcutoff * r_lerpmuzzlehack.value;
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lerpcutoff = inf->lerpcutoff * r_lerpmuzzlehack.value;
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if (Sh_StencilShadowsActive() || qrenderer != QR_OPENGL || e->fatness || lerpcutoff)
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#ifndef SERVERONLY
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if (qrenderer != QR_OPENGL || Sh_StencilShadowsActive() || e->fatness || lerpcutoff)
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{
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{
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mesh->xyz2_array = NULL;
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mesh->xyz2_array = NULL;
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mesh->xyz_blendw[0] = 1;
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mesh->xyz_blendw[0] = 1;
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@ -1816,6 +1817,7 @@ qboolean Alias_GAliasBuildMesh(mesh_t *mesh, vbo_t **vbop, galiasinfo_t *inf, in
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R_LerpFrames(mesh, &g1->poseofs[frame1], &g2->poseofs[frame2], 1-lerp, e->fatness, lerpcutoff);
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R_LerpFrames(mesh, &g1->poseofs[frame1], &g2->poseofs[frame2], 1-lerp, e->fatness, lerpcutoff);
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}
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}
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else
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else
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#endif
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{
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{
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galiaspose_t *p1 = &g1->poseofs[frame1];
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galiaspose_t *p1 = &g1->poseofs[frame1];
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galiaspose_t *p2 = &g2->poseofs[frame2];
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galiaspose_t *p2 = &g2->poseofs[frame2];
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@ -2225,6 +2227,7 @@ static void Mod_BuildTriangleNeighbours ( int *neighbours, index_t *indexes, int
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}
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}
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void Mod_CompileTriangleNeighbours(galiasinfo_t *galias)
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void Mod_CompileTriangleNeighbours(galiasinfo_t *galias)
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{
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{
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#ifndef SERVERONLY
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if (Sh_StencilShadowsActive())
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if (Sh_StencilShadowsActive())
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{
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{
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int *neighbours;
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int *neighbours;
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@ -2232,6 +2235,7 @@ void Mod_CompileTriangleNeighbours(galiasinfo_t *galias)
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galias->ofs_trineighbours = neighbours;
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galias->ofs_trineighbours = neighbours;
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Mod_BuildTriangleNeighbours(neighbours, galias->ofs_indexes, galias->numindexes/3);
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Mod_BuildTriangleNeighbours(neighbours, galias->ofs_indexes, galias->numindexes/3);
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}
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}
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#endif
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}
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}
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typedef struct
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typedef struct
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@ -3510,7 +3510,8 @@ qboolean Sh_StencilShadowsActive(void)
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//if shadowmapping is forced on all lights then we don't need special depth stuff
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//if shadowmapping is forced on all lights then we don't need special depth stuff
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// if (r_shadow_shadowmapping.ival)
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// if (r_shadow_shadowmapping.ival)
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// return false;
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// return false;
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if (isDedicated)
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return false;
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return (r_shadow_realtime_dlight.ival && r_shadow_realtime_dlight_shadows.ival) ||
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return (r_shadow_realtime_dlight.ival && r_shadow_realtime_dlight_shadows.ival) ||
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(r_shadow_realtime_world.ival && r_shadow_realtime_world_shadows.ival);
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(r_shadow_realtime_world.ival && r_shadow_realtime_world_shadows.ival);
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#else
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#else
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