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Make the ent lighting distance match QS by default - increasing the distance from vanilla's 2048 to 8192.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6151 fc73d0e0-1445-4013-8a0c-d673dee63da5
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2 changed files with 5 additions and 2 deletions
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@ -40,6 +40,7 @@ cvar_t mod_litsprites_force = CVARD("mod_litsprites_force", "0", "If set to
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cvar_t mod_loadmappackages = CVARD ("mod_loadmappackages", "1", "Load additional content embedded within bsp files.");
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cvar_t mod_loadmappackages = CVARD ("mod_loadmappackages", "1", "Load additional content embedded within bsp files.");
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cvar_t mod_lightscale_broken = CVARFD("mod_lightscale_broken", "0", CVAR_RENDERERLATCH, "When active, replicates a bug from vanilla - the radius of r_dynamic lights is scaled by per-surface texture scale rather than using actual distance.");
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cvar_t mod_lightscale_broken = CVARFD("mod_lightscale_broken", "0", CVAR_RENDERERLATCH, "When active, replicates a bug from vanilla - the radius of r_dynamic lights is scaled by per-surface texture scale rather than using actual distance.");
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cvar_t temp_lit2support = CVARD("temp_mod_lit2support", "0", "Set to 1 to enable lit2 support. This cvar will be removed once the format is finalised.");
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cvar_t temp_lit2support = CVARD("temp_mod_lit2support", "0", "Set to 1 to enable lit2 support. This cvar will be removed once the format is finalised.");
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cvar_t mod_lightpoint_distance = CVARD("mod_lightpoint_distance", "8192", "This is the maximum distance to trace when searching for a ground surface for lighting info on map formats without light more fancy lighting info. Use 2048 for full compat with Quake.");
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#ifdef SPRMODELS
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#ifdef SPRMODELS
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cvar_t r_sprite_backfacing = CVARD ("r_sprite_backfacing", "0", "Make oriented sprites face backwards relative to their orientation, for compat with q1.");
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cvar_t r_sprite_backfacing = CVARD ("r_sprite_backfacing", "0", "Make oriented sprites face backwards relative to their orientation, for compat with q1.");
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#endif
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#endif
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@ -661,6 +662,7 @@ void Mod_Init (qboolean initial)
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Cvar_Register(&mod_loadentfiles_dir, NULL);
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Cvar_Register(&mod_loadentfiles_dir, NULL);
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Cvar_Register(&mod_loadmappackages, NULL);
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Cvar_Register(&mod_loadmappackages, NULL);
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Cvar_Register(&mod_lightscale_broken, NULL);
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Cvar_Register(&mod_lightscale_broken, NULL);
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Cvar_Register(&mod_lightpoint_distance, NULL);
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Cvar_Register(&temp_lit2support, NULL);
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Cvar_Register(&temp_lit2support, NULL);
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Cvar_Register (&r_meshpitch, "Gamecode");
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Cvar_Register (&r_meshpitch, "Gamecode");
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Cvar_Register (&r_meshroll, "Gamecode");
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Cvar_Register (&r_meshroll, "Gamecode");
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@ -26,6 +26,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_lightmaps;
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extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_lightmaps;
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extern cvar_t r_hdr_irisadaptation, r_hdr_irisadaptation_multiplier, r_hdr_irisadaptation_minvalue, r_hdr_irisadaptation_maxvalue, r_hdr_irisadaptation_fade_down, r_hdr_irisadaptation_fade_up;
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extern cvar_t r_hdr_irisadaptation, r_hdr_irisadaptation_multiplier, r_hdr_irisadaptation_minvalue, r_hdr_irisadaptation_maxvalue, r_hdr_irisadaptation_fade_down, r_hdr_irisadaptation_fade_up;
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extern cvar_t mod_lightpoint_distance;
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int r_dlightframecount;
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int r_dlightframecount;
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int d_lightstylevalue[MAX_NET_LIGHTSTYLES]; // 8.8 fraction of base light value
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int d_lightstylevalue[MAX_NET_LIGHTSTYLES]; // 8.8 fraction of base light value
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@ -2671,7 +2672,7 @@ int R_LightPoint (vec3_t p)
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end[0] = p[0];
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end[0] = p[0];
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end[1] = p[1];
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end[1] = p[1];
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end[2] = p[2] - 2048;
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end[2] = p[2] - mod_lightpoint_distance.value;
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r = GLRecursiveLightPoint (cl.worldmodel->rootnode, p, end);
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r = GLRecursiveLightPoint (cl.worldmodel->rootnode, p, end);
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@ -2942,7 +2943,7 @@ void GLQ1BSP_LightPointValues(model_t *model, const vec3_t point, vec3_t res_dif
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end[0] = point[0];
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end[0] = point[0];
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end[1] = point[1];
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end[1] = point[1];
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end[2] = point[2] - 2048;
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end[2] = point[2] - mod_lightpoint_distance.value;
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r = GLRecursiveLightPoint3C(model, model->rootnode, point, end);
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r = GLRecursiveLightPoint3C(model, model->rootnode, point, end);
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if (r == NULL)
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if (r == NULL)
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