remove plane reflections

This commit is contained in:
Simon 2020-05-20 15:40:08 +01:00
parent 21d987e8ab
commit 7187af4df9
7 changed files with 13 additions and 2 deletions

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@ -45,7 +45,9 @@ CUSTOM_CVAR(Int, r_mirror_recursions,2,CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
if (self>10) self=10; if (self>10) self=10;
} }
bool gl_plane_reflection_i; // This is needed in a header that cannot include the CVAR stuff... bool gl_plane_reflection_i; // This is needed in a header that cannot include the CVAR stuff...
CUSTOM_CVAR(Bool, gl_plane_reflection, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
//Disable reflections in VR
CUSTOM_CVAR(Bool, gl_plane_reflection, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
{ {
gl_plane_reflection_i = self; gl_plane_reflection_i = self;
} }

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@ -89,7 +89,7 @@ CUSTOM_CVAR(Bool, gl_texture_usehires, true, CVAR_ARCHIVE|CVAR_NOINITCALL)
if (GLRenderer != NULL) GLRenderer->FlushTextures(); if (GLRenderer != NULL) GLRenderer->FlushTextures();
} }
CVAR(Bool, gl_precache, false, CVAR_ARCHIVE) CVAR(Bool, gl_precache, true, CVAR_ARCHIVE)
TexFilter_s TexFilter[]={ TexFilter_s TexFilter[]={
{GL_NEAREST, GL_NEAREST, false}, {GL_NEAREST, GL_NEAREST, false},

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@ -3409,6 +3409,12 @@ FUNC(LS_Line_SetPortalTarget)
FUNC(LS_Sector_SetPlaneReflection) FUNC(LS_Sector_SetPlaneReflection)
// Sector_SetPlaneReflection (tag, floor, ceiling) // Sector_SetPlaneReflection (tag, floor, ceiling)
{ {
if (!gl_plane_reflection_i)
{
//If no reflections, just return
return true;
}
int secnum; int secnum;
FSectorTagIterator itr(arg0); FSectorTagIterator itr(arg0);

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@ -2762,6 +2762,7 @@ GLPREFMNU_FOGMODE = "Fog mode";
GLPREFMNU_FOGFORCEFULLBRIGHT = "Fog forces fullbright"; GLPREFMNU_FOGFORCEFULLBRIGHT = "Fog forces fullbright";
GLPREFMNU_WPNLIGHTSTR = "Weapon light strength"; GLPREFMNU_WPNLIGHTSTR = "Weapon light strength";
GLPREFMNU_ENVIRONMENTMAPMIRROR = "Environment map on mirrors"; GLPREFMNU_ENVIRONMENTMAPMIRROR = "Environment map on mirrors";
GLPREFMNU_PLANEREFLECTION = "Plane Reflections (shiny floors etc)";
GLPREFMNU_ENV = "Enhanced night vision mode"; GLPREFMNU_ENV = "Enhanced night vision mode";
GLPREFMNU_ENVSTEALTH = "ENV shows stealth monsters"; GLPREFMNU_ENVSTEALTH = "ENV shows stealth monsters";
GLPREFMNU_SPRBRIGHTFOG = "Force brightness in fog"; GLPREFMNU_SPRBRIGHTFOG = "Force brightness in fog";

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@ -2733,6 +2733,7 @@ GLPREFMNU_FOGMODE = "Mode du broullard";
GLPREFMNU_FOGFORCEFULLBRIGHT = "Brouillard force fullbright"; GLPREFMNU_FOGFORCEFULLBRIGHT = "Brouillard force fullbright";
GLPREFMNU_WPNLIGHTSTR = "Intensité lumineuse des armes"; GLPREFMNU_WPNLIGHTSTR = "Intensité lumineuse des armes";
GLPREFMNU_ENVIRONMENTMAPMIRROR = "Mappage environment sur les miroirs"; GLPREFMNU_ENVIRONMENTMAPMIRROR = "Mappage environment sur les miroirs";
GLPREFMNU_PLANEREFLECTION = "Plane Reflections (shiny floors etc)";
GLPREFMNU_ENV = "Mode de vision nocture amélioré"; GLPREFMNU_ENV = "Mode de vision nocture amélioré";
GLPREFMNU_ENVSTEALTH = "VNA affiche monstres invisibles"; GLPREFMNU_ENVSTEALTH = "VNA affiche monstres invisibles";
GLPREFMNU_SPRBRIGHTFOG = "Forcer luminosité dans brouillard"; GLPREFMNU_SPRBRIGHTFOG = "Forcer luminosité dans brouillard";

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@ -2658,6 +2658,7 @@ OptionMenu "OpenGLOptions" protected
Option "$GLPREFMNU_FOGFORCEFULLBRIGHT", gl_brightfog, "YesNo" Option "$GLPREFMNU_FOGFORCEFULLBRIGHT", gl_brightfog, "YesNo"
Slider "$GLPREFMNU_WPNLIGHTSTR", gl_weaponlight, 0,32, 2 Slider "$GLPREFMNU_WPNLIGHTSTR", gl_weaponlight, 0,32, 2
Option "$GLPREFMNU_ENVIRONMENTMAPMIRROR", gl_mirror_envmap, "OnOff" Option "$GLPREFMNU_ENVIRONMENTMAPMIRROR", gl_mirror_envmap, "OnOff"
Option "$GLPREFMNU_PLANEREFLECTION", gl_plane_reflection, "OnOff"
Option "$GLPREFMNU_ENV", gl_enhanced_nightvision, "OnOff" Option "$GLPREFMNU_ENV", gl_enhanced_nightvision, "OnOff"
Option "$GLPREFMNU_ENVSTEALTH", gl_enhanced_nv_stealth, "EnhancedStealth" Option "$GLPREFMNU_ENVSTEALTH", gl_enhanced_nv_stealth, "EnhancedStealth"
Option "$GLPREFMNU_SPRCLIP", gl_spriteclip, "SpriteclipModes" Option "$GLPREFMNU_SPRCLIP", gl_spriteclip, "SpriteclipModes"

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