Change mach64 test to only happen at particle system inits, rather than testing for every individual particle injection.

Mach64 now gets id particle effects. Disabling the majority of effects isn't the best method, IMO.
This commit is contained in:
Ragnvald Maartmann-Moe IV 2003-02-13 21:48:28 +00:00
parent ed02b5b4be
commit 6d6fade23a
1 changed files with 20 additions and 16 deletions

View File

@ -86,8 +86,6 @@ particle_new (ptype_t type, int texnum, const vec3_t org, float scale,
return NULL;
}
*/
if(gl_feature_mach64 && type == pt_smokecloud && texnum == part_tex_smoke )
return;
part = &particles[numparticles++];
@ -133,8 +131,11 @@ R_InitParticles (void)
if (r_maxparticles && r_init) {
if (vaelements > 3)
pVAsize = min (vaelements - (vaelements % 4), r_maxparticles * 4);
else
else if (vaelements >= 0)
pVAsize = r_maxparticles * 4;
else
pVAsize = 0;
if (pVAsize) {
Con_Printf ("Particles: %i maximum vertex elements.\n", pVAsize);
if (particleVertexArray)
@ -148,6 +149,9 @@ R_InitParticles (void)
pVAindices = (int *) calloc (pVAsize, sizeof (int));
for (i = 0; i < pVAsize; i++)
pVAindices[i] = i;
} else {
Con_Printf ("Particles: Vertex Array use disabled.\n");
}
} else {
if (particleVertexArray) {
free (particleVertexArray);
@ -1534,7 +1538,7 @@ R_DrawParticles (void)
void
r_easter_eggs_f (cvar_t *var)
{
if (easter_eggs) {
if (easter_eggs && !gl_feature_mach64) {
if (easter_eggs->int_val) {
R_ParticleExplosion = R_ParticleExplosion_EE;
R_TeleportSplash = R_TeleportSplash_EE;
@ -1560,7 +1564,7 @@ void
r_particles_style_f (cvar_t *var)
{
if (r_particles_style) {
if (r_particles_style->int_val) {
if (r_particles_style->int_val && !gl_feature_mach64) {
R_BlobExplosion = R_BlobExplosion_QF;
R_ParticleExplosion = R_ParticleExplosion_QF;
R_ParticleExplosion2 = R_ParticleExplosion2_QF;