diff --git a/Projects/Android/jni/OpenJK/code/cgame/cg_view.cpp b/Projects/Android/jni/OpenJK/code/cgame/cg_view.cpp index d1224a2..4b854de 100644 --- a/Projects/Android/jni/OpenJK/code/cgame/cg_view.cpp +++ b/Projects/Android/jni/OpenJK/code/cgame/cg_view.cpp @@ -2364,7 +2364,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) { VectorMA( handEnt.origin, -3.0f, forward, handEnt.origin ); - handEnt.renderfx = RF_DEPTHHACK | RF_VRNOCULLFACE; + handEnt.renderfx = RF_DEPTHHACK | RF_VRVIEWMODEL; if (cg.snap->ps.powerups[PW_FORCE_PUSH] > cg.time || (cg.snap->ps.forcePowersActive & (1<handsModel, "tag_weapon"); - gun.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON; + gun.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_VRVIEWMODEL; //--------- // OK, we are making an assumption here that if we have the phaser that it is always on.... diff --git a/Projects/Android/jni/OpenJK/code/rd-common/tr_types.h b/Projects/Android/jni/OpenJK/code/rd-common/tr_types.h index 9d5b8b8..630b3a7 100644 --- a/Projects/Android/jni/OpenJK/code/rd-common/tr_types.h +++ b/Projects/Android/jni/OpenJK/code/rd-common/tr_types.h @@ -76,7 +76,7 @@ along with this program; if not, see . #define RF_FORCE_ENT_ALPHA 0x800000 // override shader alpha settings -#define RF_VRNOCULLFACE 0x1000000 // specifically drawing a VR hand so back face culling is disabled +#define RF_VRVIEWMODEL 0x1000000 // specifically drawing a VR hand/weapon model // refdef flags #define RDF_NOWORLDMODEL 1 // used for player configuration screen diff --git a/Projects/Android/jni/OpenJK/code/rd-gles/tr_backend.cpp b/Projects/Android/jni/OpenJK/code/rd-gles/tr_backend.cpp index f74d31f..6cda4cc 100644 --- a/Projects/Android/jni/OpenJK/code/rd-gles/tr_backend.cpp +++ b/Projects/Android/jni/OpenJK/code/rd-gles/tr_backend.cpp @@ -810,7 +810,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) { depthRange = qtrue; } - if (backEnd.currentEntity->e.renderfx & RF_VRNOCULLFACE) { + if (backEnd.currentEntity->e.renderfx & RF_VRVIEWMODEL) { isVRViewModel = qtrue; } } else { diff --git a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_view.cpp b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_view.cpp index 9eb0ae0..9f43997 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_view.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_view.cpp @@ -2052,7 +2052,7 @@ wasForceSpeed=isForceSpeed; VectorMA( handEnt.origin, -3.0f, forward, handEnt.origin ); - handEnt.renderfx = RF_DEPTHHACK | RF_VRNOCULLFACE; + handEnt.renderfx = RF_DEPTHHACK | RF_VRVIEWMODEL; if (cg.snap->ps.powerups[PW_FORCE_PUSH] > cg.time || (cg.snap->ps.forcePowersActive & (1<handsModel, "tag_weapon"); - gun.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON ; + gun.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_VRVIEWMODEL; //---------