Added cvar r_useHalfLambertLighting to make it optional, it requires reloadShaders

This commit is contained in:
Robert Beckebans 2014-05-15 16:37:55 +02:00
parent 42874cfd05
commit e13fc0f4e9
6 changed files with 72 additions and 29 deletions

View file

@ -146,6 +146,9 @@ idCVar r_skipPrelightShadows( "r_skipPrelightShadows", "0", CVAR_RENDERER | CVAR
idCVar r_useScissor( "r_useScissor", "1", CVAR_RENDERER | CVAR_BOOL, "scissor clip as portals and lights are processed" );
idCVar r_useLightDepthBounds( "r_useLightDepthBounds", "1", CVAR_RENDERER | CVAR_BOOL, "use depth bounds test on lights to reduce both shadow and interaction fill" );
idCVar r_useShadowDepthBounds( "r_useShadowDepthBounds", "1", CVAR_RENDERER | CVAR_BOOL, "use depth bounds test on individual shadow volumes to reduce shadow fill" );
// RB begin
idCVar r_useHalfLambertLighting( "r_useHalfLambertLighting", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "use Half-Lambert lighting instead of classic Lambert, requires reloadShaders" );
// RB end
idCVar r_screenFraction( "r_screenFraction", "100", CVAR_RENDERER | CVAR_INTEGER, "for testing fill rate, the resolution of the entire screen can be changed" );
idCVar r_usePortals( "r_usePortals", "1", CVAR_RENDERER | CVAR_BOOL, " 1 = use portals to perform area culling, otherwise draw everything" );