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Separate cvar cg_renderToTextureFX in two
cg_renderToTextureFX and cg_forceBlurRenderToTextureFX
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7766547abc
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25d8ef18e1
3 changed files with 4 additions and 4 deletions
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@ -595,6 +595,7 @@ extern vmCvar_t cg_bobpitch;
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extern vmCvar_t cg_bobroll;
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extern vmCvar_t cg_shadows;
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extern vmCvar_t cg_renderToTextureFX;
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extern vmCvar_t cg_forceBlurRenderToTextureFX;
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extern vmCvar_t cg_shadowCullDistance;
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extern vmCvar_t cg_paused;
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extern vmCvar_t cg_drawTimer;
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@ -249,6 +249,7 @@ vmCvar_t cg_bobpitch;
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vmCvar_t cg_bobroll;
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vmCvar_t cg_shadows;
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vmCvar_t cg_renderToTextureFX;
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vmCvar_t cg_forceBlurRenderToTextureFX;
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vmCvar_t cg_shadowCullDistance;
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vmCvar_t cg_footsteps;
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vmCvar_t cg_saberEntMarks;
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@ -400,6 +401,7 @@ static cvarTable_t cvarTable[] = {
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{ &cg_heightAdjust, "cg_heightAdjust", "0.0", CVAR_ARCHIVE },
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{ &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
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{ &cg_renderToTextureFX, "cg_renderToTextureFX", "1", CVAR_ARCHIVE },
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{ &cg_forceBlurRenderToTextureFX, "cg_forceBlurRenderToTextureFX", "0", CVAR_ARCHIVE },
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{ &cg_shadowCullDistance, "r_shadowRange", "1000", CVAR_ARCHIVE },
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{ &cg_footsteps, "cg_footsteps", "3", CVAR_ARCHIVE },//1 = sounds, 2 = sounds & effects, 3 = sounds, effects & marks, 4 = always
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{ &cg_saberEntMarks, "cg_saberEntMarks", "1", CVAR_ARCHIVE },
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@ -4057,7 +4057,7 @@ static void CG_ForcePushRefraction( vec3_t org, centity_t *cent )
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//Use classic force push blur - refraction effect not working in GLES
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#ifdef _WIN32
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if (!cg_renderToTextureFX.integer)
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if (!cg_forceBlurRenderToTextureFX.integer)
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#endif
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{
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CG_ForcePushBlur(org);
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@ -4757,8 +4757,6 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cen
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}
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else
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{
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//Causes screen to go black - just don't use this at all
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/*
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if (cg_renderToTextureFX.integer && cg_shadows.integer != 2 && cgs.glconfig.stencilBits >= 4)
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{
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cgi_R_SetRefractProp(1.0f, 0.0f, qfalse, qfalse); //don't need to do this every frame.. but..
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@ -4767,7 +4765,6 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cen
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ent->customShader = 0;
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}
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else
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*/
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{ //stencil buffer's in use, sorry
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ent->renderfx = 0;//&= ~(RF_RGB_TINT|RF_ALPHA_FADE);
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ent->shaderRGBA[0] = ent->shaderRGBA[1] = ent->shaderRGBA[2] = ent->shaderRGBA[3] = 255;
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