Separate cvar cg_renderToTextureFX in two

cg_renderToTextureFX and cg_forceBlurRenderToTextureFX
This commit is contained in:
Simon 2023-08-01 21:09:44 +01:00
parent 7766547abc
commit 25d8ef18e1
3 changed files with 4 additions and 4 deletions

View file

@ -595,6 +595,7 @@ extern vmCvar_t cg_bobpitch;
extern vmCvar_t cg_bobroll;
extern vmCvar_t cg_shadows;
extern vmCvar_t cg_renderToTextureFX;
extern vmCvar_t cg_forceBlurRenderToTextureFX;
extern vmCvar_t cg_shadowCullDistance;
extern vmCvar_t cg_paused;
extern vmCvar_t cg_drawTimer;

View file

@ -249,6 +249,7 @@ vmCvar_t cg_bobpitch;
vmCvar_t cg_bobroll;
vmCvar_t cg_shadows;
vmCvar_t cg_renderToTextureFX;
vmCvar_t cg_forceBlurRenderToTextureFX;
vmCvar_t cg_shadowCullDistance;
vmCvar_t cg_footsteps;
vmCvar_t cg_saberEntMarks;
@ -400,6 +401,7 @@ static cvarTable_t cvarTable[] = {
{ &cg_heightAdjust, "cg_heightAdjust", "0.0", CVAR_ARCHIVE },
{ &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
{ &cg_renderToTextureFX, "cg_renderToTextureFX", "1", CVAR_ARCHIVE },
{ &cg_forceBlurRenderToTextureFX, "cg_forceBlurRenderToTextureFX", "0", CVAR_ARCHIVE },
{ &cg_shadowCullDistance, "r_shadowRange", "1000", CVAR_ARCHIVE },
{ &cg_footsteps, "cg_footsteps", "3", CVAR_ARCHIVE },//1 = sounds, 2 = sounds & effects, 3 = sounds, effects & marks, 4 = always
{ &cg_saberEntMarks, "cg_saberEntMarks", "1", CVAR_ARCHIVE },

View file

@ -4057,7 +4057,7 @@ static void CG_ForcePushRefraction( vec3_t org, centity_t *cent )
//Use classic force push blur - refraction effect not working in GLES
#ifdef _WIN32
if (!cg_renderToTextureFX.integer)
if (!cg_forceBlurRenderToTextureFX.integer)
#endif
{
CG_ForcePushBlur(org);
@ -4757,8 +4757,6 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cen
}
else
{
//Causes screen to go black - just don't use this at all
/*
if (cg_renderToTextureFX.integer && cg_shadows.integer != 2 && cgs.glconfig.stencilBits >= 4)
{
cgi_R_SetRefractProp(1.0f, 0.0f, qfalse, qfalse); //don't need to do this every frame.. but..
@ -4767,7 +4765,6 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cen
ent->customShader = 0;
}
else
*/
{ //stencil buffer's in use, sorry
ent->renderfx = 0;//&= ~(RF_RGB_TINT|RF_ALPHA_FADE);
ent->shaderRGBA[0] = ent->shaderRGBA[1] = ent->shaderRGBA[2] = ent->shaderRGBA[3] = 255;