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https://github.com/DrBeef/JKXR.git
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Removed the no-backface-culling for weapons as it is no longer needed
used only for hand models now
This commit is contained in:
parent
9877859676
commit
b899b99178
6 changed files with 6 additions and 6 deletions
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@ -2364,7 +2364,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
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VectorMA( handEnt.origin, -3.0f, forward, handEnt.origin );
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VectorMA( handEnt.origin, -3.0f, forward, handEnt.origin );
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handEnt.renderfx = RF_DEPTHHACK | RF_VRVIEWMODEL;
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handEnt.renderfx = RF_DEPTHHACK | RF_VRNOCULLFACE;
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if (cg.snap->ps.powerups[PW_FORCE_PUSH] > cg.time ||
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if (cg.snap->ps.powerups[PW_FORCE_PUSH] > cg.time ||
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(cg.snap->ps.forcePowersActive & (1<<FP_GRIP)) ||
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(cg.snap->ps.forcePowersActive & (1<<FP_GRIP)) ||
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@ -1323,7 +1323,7 @@ void CG_AddViewWeapon( playerState_t *ps )
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AnglesToAxis( angles, gun.axis );
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AnglesToAxis( angles, gun.axis );
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CG_PositionEntityOnTag( &gun, &hand, weapon->handsModel, "tag_weapon");
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CG_PositionEntityOnTag( &gun, &hand, weapon->handsModel, "tag_weapon");
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gun.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_VRVIEWMODEL;
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gun.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON;
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//---------
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//---------
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// OK, we are making an assumption here that if we have the phaser that it is always on....
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// OK, we are making an assumption here that if we have the phaser that it is always on....
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@ -76,7 +76,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
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#define RF_FORCE_ENT_ALPHA 0x800000 // override shader alpha settings
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#define RF_FORCE_ENT_ALPHA 0x800000 // override shader alpha settings
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#define RF_VRVIEWMODEL 0x1000000 // specifically drawing a VR hand/weapon model
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#define RF_VRNOCULLFACE 0x1000000 // specifically drawing a VR hand so back face culling is disabled
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// refdef flags
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// refdef flags
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#define RDF_NOWORLDMODEL 1 // used for player configuration screen
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#define RDF_NOWORLDMODEL 1 // used for player configuration screen
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@ -810,7 +810,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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depthRange = qtrue;
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depthRange = qtrue;
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}
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}
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if (backEnd.currentEntity->e.renderfx & RF_VRVIEWMODEL) {
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if (backEnd.currentEntity->e.renderfx & RF_VRNOCULLFACE) {
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isVRViewModel = qtrue;
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isVRViewModel = qtrue;
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}
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}
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} else {
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} else {
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@ -2052,7 +2052,7 @@ wasForceSpeed=isForceSpeed;
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VectorMA( handEnt.origin, -3.0f, forward, handEnt.origin );
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VectorMA( handEnt.origin, -3.0f, forward, handEnt.origin );
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handEnt.renderfx = RF_DEPTHHACK | RF_VRVIEWMODEL;
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handEnt.renderfx = RF_DEPTHHACK | RF_VRNOCULLFACE;
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if (cg.snap->ps.powerups[PW_FORCE_PUSH] > cg.time ||
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if (cg.snap->ps.powerups[PW_FORCE_PUSH] > cg.time ||
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(cg.snap->ps.forcePowersActive & (1<<FP_GRIP)) ||
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(cg.snap->ps.forcePowersActive & (1<<FP_GRIP)) ||
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@ -1230,7 +1230,7 @@ void CG_AddViewWeapon( playerState_t *ps )
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AnglesToAxis( angles, gun.axis );
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AnglesToAxis( angles, gun.axis );
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CG_PositionEntityOnTag( &gun, &hand, weapon->handsModel, "tag_weapon");
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CG_PositionEntityOnTag( &gun, &hand, weapon->handsModel, "tag_weapon");
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gun.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_VRVIEWMODEL;
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gun.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON ;
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//---------
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//---------
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