diff --git a/source/gl_part.c b/source/gl_part.c index 7fdc68f..bbd679b 100644 --- a/source/gl_part.c +++ b/source/gl_part.c @@ -813,7 +813,6 @@ R_UpdateFires (void) glDepthMask(GL_FALSE); glDisable (GL_TEXTURE_2D); - glShadeModel (GL_SMOOTH); glBlendFunc (GL_ONE, GL_ONE); f = r_fires; diff --git a/source/gl_rlight.c b/source/gl_rlight.c index b765f19..61d9eaa 100644 --- a/source/gl_rlight.c +++ b/source/gl_rlight.c @@ -186,8 +186,9 @@ void R_RenderDlights (void) // advanced yet for this frame glDepthMask(GL_FALSE); glDisable (GL_TEXTURE_2D); - glShadeModel (GL_SMOOTH); glBlendFunc (GL_ONE, GL_ONE); + if (gl_smoothdlights->value) + glShadeModel (GL_SMOOTH); l = cl_dlights; for (i=0 ; ivalue) + glShadeModel (GL_FLAT); glColor3ubv(lighthalf_v); glEnable (GL_TEXTURE_2D); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); diff --git a/source/gl_rmain.c b/source/gl_rmain.c index 209c7ee..e23be98 100644 --- a/source/gl_rmain.c +++ b/source/gl_rmain.c @@ -106,7 +106,8 @@ cvar_t *r_netgraph; cvar_t *gl_clear; cvar_t *gl_cull; cvar_t *gl_texsort; -cvar_t *gl_smoothmodels; +cvar_t *gl_smooth; +cvar_t *gl_smoothdlights; cvar_t *gl_affinemodels; cvar_t *gl_polyblend; cvar_t *gl_flashblend; @@ -636,11 +637,8 @@ static void R_DrawAliasModel (entity_t *e) glBindTexture (GL_TEXTURE_2D, playertextures + i); } - if (gl_smoothmodels->value) - glShadeModel (GL_SMOOTH); - if (gl_affinemodels->value) - glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); + glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); R_SetupAliasFrame (currententity->frame, paliashdr, false); @@ -651,9 +649,8 @@ static void R_DrawAliasModel (entity_t *e) R_SetupAliasFrame (currententity->frame, paliashdr, true); } - glShadeModel (GL_FLAT); if (gl_affinemodels->value) - glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); + glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); glPopMatrix (); @@ -896,8 +893,6 @@ static void R_SetupGL (void) // MYgluPerspective (yfov, screenaspect, 4, 4096); MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 4096); - glCullFace(GL_FRONT); - glMatrixMode(GL_MODELVIEW); glLoadIdentity (); @@ -921,7 +916,12 @@ static void R_SetupGL (void) glDisable (GL_ALPHA_TEST); glAlphaFunc (GL_GREATER, 0.5); glEnable (GL_DEPTH_TEST); - glShadeModel (GL_SMOOTH); + if (gl_smooth->value) + glShadeModel (GL_SMOOTH); + else + glShadeModel (GL_FLAT); + + } /* diff --git a/source/gl_rmisc.c b/source/gl_rmisc.c index 30ef17a..331384d 100644 --- a/source/gl_rmisc.c +++ b/source/gl_rmisc.c @@ -251,7 +251,8 @@ void R_Init (void) Cvar_SetValue(gl_texsort, 0.0); gl_cull = Cvar_Get("gl_cull", "1", CVAR_NONE, "None"); - gl_smoothmodels = Cvar_Get("gl_smoothmodels", "1", CVAR_NONE, "None"); + gl_smooth = Cvar_Get("gl_smooth", "1", CVAR_NONE, "None"); + gl_smoothdlights = Cvar_Get("gl_smoothdlights", "1", CVAR_NONE, "None"); gl_affinemodels = Cvar_Get("gl_affinemodels", "0", CVAR_NONE, "None"); gl_polyblend = Cvar_Get("gl_polyblend", "1", CVAR_NONE, "None"); gl_flashblend = Cvar_Get("gl_flashblend", "0", CVAR_NONE, "None"); diff --git a/source/vid_glx.c b/source/vid_glx.c index 1195150..5ab3b31 100644 --- a/source/vid_glx.c +++ b/source/vid_glx.c @@ -362,10 +362,6 @@ void GL_Init (void) glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); -/* glShadeMode(GL_SMOOTH) should look better then GL_FLAT but - I don't know if it looks any better, sure is slower - glShadeModel (GL_SMOOTH); -*/ glShadeModel (GL_FLAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); diff --git a/source/vid_sgl.c b/source/vid_sgl.c index 1d84d8d..3a3cd7c 100644 --- a/source/vid_sgl.c +++ b/source/vid_sgl.c @@ -251,10 +251,6 @@ GL_Init (void) glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); -/* glShadeMode(GL_SMOOTH) should look better then GL_FLAT but - I don't know if it looks any better, sure is slower - glShadeModel (GL_SMOOTH); -*/ glShadeModel (GL_FLAT); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);