- change default value for stereo seperation

- make clearing buffer use black for clearing when changing anaglyphmode
- Make sure that dlights are greyscale, too.
This commit is contained in:
Thilo Schulz 2008-04-27 21:09:03 +00:00
parent ae08d1a6d8
commit 1156a63d52
3 changed files with 29 additions and 7 deletions

View file

@ -435,6 +435,7 @@ void RE_BeginFrame( stereoFrame_t stereoFrame ) {
{
// clear both, front and backbuffer.
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
qglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
qglDrawBuffer(GL_FRONT);
qglClear(GL_COLOR_BUFFER_BIT);

View file

@ -959,7 +959,7 @@ void R_Register( void )
r_znear = ri.Cvar_Get( "r_znear", "4", CVAR_CHEAT );
AssertCvarRange( r_znear, 0.001f, 200, qtrue );
r_zproj = ri.Cvar_Get( "r_zproj", "64", CVAR_ARCHIVE );
r_stereoSeparation = ri.Cvar_Get( "r_stereoSeparation", "32", CVAR_ARCHIVE );
r_stereoSeparation = ri.Cvar_Get( "r_stereoSeparation", "64", CVAR_ARCHIVE );
r_ignoreGLErrors = ri.Cvar_Get( "r_ignoreGLErrors", "1", CVAR_ARCHIVE );
r_fastsky = ri.Cvar_Get( "r_fastsky", "0", CVAR_ARCHIVE );
r_inGameVideo = ri.Cvar_Get( "r_inGameVideo", "1", CVAR_ARCHIVE );

View file

@ -455,9 +455,19 @@ static void ProjectDlightTexture_altivec( void ) {
radius = dl->radius;
scale = 1.0f / radius;
if(r_greyscale->integer)
{
float luminance;
luminance = (dl->color[0] * 255.0f + dl->color[1] * 255.0f + dl->color[2] * 255.0f) / 3;
floatColor[0] = floatColor[1] = floatColor[2] = luminance;
}
else
{
floatColor[0] = dl->color[0] * 255.0f;
floatColor[1] = dl->color[1] * 255.0f;
floatColor[2] = dl->color[2] * 255.0f;
}
floatColorVec0 = vec_ld(0, floatColor);
floatColorVec1 = vec_ld(11, floatColor);
floatColorVec0 = vec_perm(floatColorVec0,floatColorVec0,floatColorVecPerm);
@ -599,9 +609,20 @@ static void ProjectDlightTexture_scalar( void ) {
radius = dl->radius;
scale = 1.0f / radius;
if(r_greyscale->integer)
{
float luminance;
luminance = (dl->color[0] * 255.0f + dl->color[1] * 255.0f + dl->color[2] * 255.0f) / 3;
floatColor[0] = floatColor[1] = floatColor[2] = luminance;
}
else
{
floatColor[0] = dl->color[0] * 255.0f;
floatColor[1] = dl->color[1] * 255.0f;
floatColor[2] = dl->color[2] * 255.0f;
}
for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) {
int clip = 0;
vec3_t dist;