Removed the no-backface-culling for weapons as it is no longer needed

used only for hand models now
This commit is contained in:
Simon 2023-03-30 21:45:10 +01:00
parent 9877859676
commit b899b99178
6 changed files with 6 additions and 6 deletions

View file

@ -2364,7 +2364,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
VectorMA( handEnt.origin, -3.0f, forward, handEnt.origin ); VectorMA( handEnt.origin, -3.0f, forward, handEnt.origin );
handEnt.renderfx = RF_DEPTHHACK | RF_VRVIEWMODEL; handEnt.renderfx = RF_DEPTHHACK | RF_VRNOCULLFACE;
if (cg.snap->ps.powerups[PW_FORCE_PUSH] > cg.time || if (cg.snap->ps.powerups[PW_FORCE_PUSH] > cg.time ||
(cg.snap->ps.forcePowersActive & (1<<FP_GRIP)) || (cg.snap->ps.forcePowersActive & (1<<FP_GRIP)) ||

View file

@ -1323,7 +1323,7 @@ void CG_AddViewWeapon( playerState_t *ps )
AnglesToAxis( angles, gun.axis ); AnglesToAxis( angles, gun.axis );
CG_PositionEntityOnTag( &gun, &hand, weapon->handsModel, "tag_weapon"); CG_PositionEntityOnTag( &gun, &hand, weapon->handsModel, "tag_weapon");
gun.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_VRVIEWMODEL; gun.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON;
//--------- //---------
// OK, we are making an assumption here that if we have the phaser that it is always on.... // OK, we are making an assumption here that if we have the phaser that it is always on....

View file

@ -76,7 +76,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
#define RF_FORCE_ENT_ALPHA 0x800000 // override shader alpha settings #define RF_FORCE_ENT_ALPHA 0x800000 // override shader alpha settings
#define RF_VRVIEWMODEL 0x1000000 // specifically drawing a VR hand/weapon model #define RF_VRNOCULLFACE 0x1000000 // specifically drawing a VR hand so back face culling is disabled
// refdef flags // refdef flags
#define RDF_NOWORLDMODEL 1 // used for player configuration screen #define RDF_NOWORLDMODEL 1 // used for player configuration screen

View file

@ -810,7 +810,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
depthRange = qtrue; depthRange = qtrue;
} }
if (backEnd.currentEntity->e.renderfx & RF_VRVIEWMODEL) { if (backEnd.currentEntity->e.renderfx & RF_VRNOCULLFACE) {
isVRViewModel = qtrue; isVRViewModel = qtrue;
} }
} else { } else {

View file

@ -2052,7 +2052,7 @@ wasForceSpeed=isForceSpeed;
VectorMA( handEnt.origin, -3.0f, forward, handEnt.origin ); VectorMA( handEnt.origin, -3.0f, forward, handEnt.origin );
handEnt.renderfx = RF_DEPTHHACK | RF_VRVIEWMODEL; handEnt.renderfx = RF_DEPTHHACK | RF_VRNOCULLFACE;
if (cg.snap->ps.powerups[PW_FORCE_PUSH] > cg.time || if (cg.snap->ps.powerups[PW_FORCE_PUSH] > cg.time ||
(cg.snap->ps.forcePowersActive & (1<<FP_GRIP)) || (cg.snap->ps.forcePowersActive & (1<<FP_GRIP)) ||

View file

@ -1230,7 +1230,7 @@ void CG_AddViewWeapon( playerState_t *ps )
AnglesToAxis( angles, gun.axis ); AnglesToAxis( angles, gun.axis );
CG_PositionEntityOnTag( &gun, &hand, weapon->handsModel, "tag_weapon"); CG_PositionEntityOnTag( &gun, &hand, weapon->handsModel, "tag_weapon");
gun.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_VRVIEWMODEL; gun.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON ;
//--------- //---------