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Removed unused cvar r_useHalfLambert
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4 changed files with 3 additions and 5 deletions
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@ -198,9 +198,9 @@ static srfTriangles_t* R_CreateInteractionLightTris( const idRenderEntityLocal*
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indexes = NULL;
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// it is debatable if non-shadowing lights should light back faces. we aren't at the moment
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// RB: now we do with r_useHalfLambert, so don't cull back faces if we have smooth shadowing enabled
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// RB: now we do, so don't cull back faces if we have smooth shadowing enabled
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if( r_lightAllBackFaces.GetBool() || light->lightShader->LightEffectsBackSides()
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|| shader->ReceivesLightingOnBackSides() || ent->parms.noSelfShadow || ent->parms.noShadow || r_usePBR.GetBool() || r_useHalfLambertLighting.GetInteger() )
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|| shader->ReceivesLightingOnBackSides() || ent->parms.noSelfShadow || ent->parms.noShadow )
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{
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includeBackFaces = true;
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}
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@ -1131,7 +1131,6 @@ extern idCVar r_useLightDepthBounds; // use depth bounds test on lights to redu
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extern idCVar r_useShadowDepthBounds; // use depth bounds test on individual shadows to reduce shadow fill
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// RB begin
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extern idCVar r_useShadowAtlas; // temporary for perf testing: pack shadow maps into big atlas
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extern idCVar r_useHalfLambertLighting; // use Half-Lambert lighting instead of classic Lambert
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// RB end
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extern idCVar r_skipStaticInteractions; // skip interactions created at level load
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@ -618,7 +618,6 @@ void idRenderProgManager::Init( nvrhi::IDevice* device )
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}
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}
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r_useHalfLambertLighting.ClearModified();
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r_usePBR.ClearModified();
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r_pbrDebug.ClearModified();
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@ -195,7 +195,7 @@ idCVar r_singleEnvprobe( "r_singleEnvprobe", "-1", CVAR_RENDERER | CVAR_INTEGER,
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idCVar r_singleSurface( "r_singleSurface", "-1", CVAR_RENDERER | CVAR_INTEGER, "suppress all but one surface on each entity" );
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idCVar r_singleArea( "r_singleArea", "0", CVAR_RENDERER | CVAR_BOOL, "only draw the portal area the view is actually in" );
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idCVar r_orderIndexes( "r_orderIndexes", "1", CVAR_RENDERER | CVAR_BOOL, "perform index reorganization to optimize vertex use" );
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idCVar r_lightAllBackFaces( "r_lightAllBackFaces", "0", CVAR_RENDERER | CVAR_BOOL, "light all the back faces, even when they would be shadowed" );
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idCVar r_lightAllBackFaces( "r_lightAllBackFaces", "1", CVAR_RENDERER | CVAR_BOOL, "light all the back faces, even when they would be shadowed" );
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// visual debugging info
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idCVar r_showPortals( "r_showPortals", "0", CVAR_RENDERER | CVAR_BOOL, "draw portal outlines in color based on passed / not passed" );
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