Removed unused cvar r_useHalfLambert

This commit is contained in:
Robert Beckebans 2023-03-29 21:20:19 +02:00
parent 591e095cee
commit a05d73ecef
4 changed files with 3 additions and 5 deletions

View file

@ -198,9 +198,9 @@ static srfTriangles_t* R_CreateInteractionLightTris( const idRenderEntityLocal*
indexes = NULL;
// it is debatable if non-shadowing lights should light back faces. we aren't at the moment
// RB: now we do with r_useHalfLambert, so don't cull back faces if we have smooth shadowing enabled
// RB: now we do, so don't cull back faces if we have smooth shadowing enabled
if( r_lightAllBackFaces.GetBool() || light->lightShader->LightEffectsBackSides()
|| shader->ReceivesLightingOnBackSides() || ent->parms.noSelfShadow || ent->parms.noShadow || r_usePBR.GetBool() || r_useHalfLambertLighting.GetInteger() )
|| shader->ReceivesLightingOnBackSides() || ent->parms.noSelfShadow || ent->parms.noShadow )
{
includeBackFaces = true;
}

View file

@ -1131,7 +1131,6 @@ extern idCVar r_useLightDepthBounds; // use depth bounds test on lights to redu
extern idCVar r_useShadowDepthBounds; // use depth bounds test on individual shadows to reduce shadow fill
// RB begin
extern idCVar r_useShadowAtlas; // temporary for perf testing: pack shadow maps into big atlas
extern idCVar r_useHalfLambertLighting; // use Half-Lambert lighting instead of classic Lambert
// RB end
extern idCVar r_skipStaticInteractions; // skip interactions created at level load

View file

@ -618,7 +618,6 @@ void idRenderProgManager::Init( nvrhi::IDevice* device )
}
}
r_useHalfLambertLighting.ClearModified();
r_usePBR.ClearModified();
r_pbrDebug.ClearModified();

View file

@ -195,7 +195,7 @@ idCVar r_singleEnvprobe( "r_singleEnvprobe", "-1", CVAR_RENDERER | CVAR_INTEGER,
idCVar r_singleSurface( "r_singleSurface", "-1", CVAR_RENDERER | CVAR_INTEGER, "suppress all but one surface on each entity" );
idCVar r_singleArea( "r_singleArea", "0", CVAR_RENDERER | CVAR_BOOL, "only draw the portal area the view is actually in" );
idCVar r_orderIndexes( "r_orderIndexes", "1", CVAR_RENDERER | CVAR_BOOL, "perform index reorganization to optimize vertex use" );
idCVar r_lightAllBackFaces( "r_lightAllBackFaces", "0", CVAR_RENDERER | CVAR_BOOL, "light all the back faces, even when they would be shadowed" );
idCVar r_lightAllBackFaces( "r_lightAllBackFaces", "1", CVAR_RENDERER | CVAR_BOOL, "light all the back faces, even when they would be shadowed" );
// visual debugging info
idCVar r_showPortals( "r_showPortals", "0", CVAR_RENDERER | CVAR_BOOL, "draw portal outlines in color based on passed / not passed" );