diff --git a/Projects/Android/jni/OpenJK/code/cgame/cg_local.h b/Projects/Android/jni/OpenJK/code/cgame/cg_local.h index b5a65a6..382b7a8 100644 --- a/Projects/Android/jni/OpenJK/code/cgame/cg_local.h +++ b/Projects/Android/jni/OpenJK/code/cgame/cg_local.h @@ -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; diff --git a/Projects/Android/jni/OpenJK/code/cgame/cg_main.cpp b/Projects/Android/jni/OpenJK/code/cgame/cg_main.cpp index 762eafb..36beacb 100644 --- a/Projects/Android/jni/OpenJK/code/cgame/cg_main.cpp +++ b/Projects/Android/jni/OpenJK/code/cgame/cg_main.cpp @@ -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 }, diff --git a/Projects/Android/jni/OpenJK/code/cgame/cg_players.cpp b/Projects/Android/jni/OpenJK/code/cgame/cg_players.cpp index aeec532..dd2618b 100644 --- a/Projects/Android/jni/OpenJK/code/cgame/cg_players.cpp +++ b/Projects/Android/jni/OpenJK/code/cgame/cg_players.cpp @@ -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;