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Deleted unused variable in R_RegenAllLightmaps()
Static arrays there have their dimensions swapped, they make more sense now. Added important detail in gl1_lightmapcopies doc. Also added doc for gl_polyblend, just because of its "popularity".
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b72c465214
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2 changed files with 24 additions and 18 deletions
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@ -458,6 +458,10 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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the overlapping surfaces to mitigate the flickering. This may make
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the overlapping surfaces to mitigate the flickering. This may make
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things better or worse, depending on the map.
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things better or worse, depending on the map.
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* **gl_polyblend**: Toggles the palette blending effect, a.k.a. the
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"flash" you see when getting injured or picking up an item. In GL1 is
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also used for looking underwater. Default is `1` (enabled).
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* **gl_texturemode**: How textures are filtered.
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* **gl_texturemode**: How textures are filtered.
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- `GL_NEAREST`: No filtering (using value of *nearest* source pixel),
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- `GL_NEAREST`: No filtering (using value of *nearest* source pixel),
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mipmaps not used
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mipmaps not used
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@ -492,11 +496,11 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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* **gl1_stencilshadow**: If `gl_shadows` is set to `1`, this makes them
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* **gl1_stencilshadow**: If `gl_shadows` is set to `1`, this makes them
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look a bit better (no flickering) by using the stencil buffer.
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look a bit better (no flickering) by using the stencil buffer.
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* **gl1_lightmapcopies**: When enabled (`1`), keep multiple copies of the
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* **gl1_lightmapcopies**: When enabled (`1`), keep 3 copies of the same
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same lightmap rotating, shifting to a different one when drawing a new
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lightmap rotating, shifting to another one when drawing a new frame.
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frame. Meant for mobile/embedded devices, where changing textures just
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Meant for mobile/embedded devices, where changing textures just shown
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displayed (dynamic lighting) causes slowdown. By default in GL1 is
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(dynamic lighting) causes slowdown. By default in GL1 is disabled,
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disabled, while in GLES1 is enabled. `vid_restart` needed.
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while in GLES1 is enabled. Needs `gl1_multitexture 1` & `vid_restart`.
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* **gl1_discardfb**: Only available in ES1. If set to `1` (default),
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* **gl1_discardfb**: Only available in ES1. If set to `1` (default),
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send a hint to discard framebuffers after finishing a frame. Useful
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send a hint to discard framebuffers after finishing a frame. Useful
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@ -585,10 +585,10 @@ R_JoinAreas(lmrect_t *adding, lmrect_t *obj)
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static void
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static void
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R_RegenAllLightmaps()
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R_RegenAllLightmaps()
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{
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{
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static lmrect_t lmchange[MAX_LIGHTMAP_COPIES][MAX_LIGHTMAPS];
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static lmrect_t lmchange[MAX_LIGHTMAPS][MAX_LIGHTMAP_COPIES];
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static qboolean altered[MAX_LIGHTMAP_COPIES][MAX_LIGHTMAPS];
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static qboolean altered[MAX_LIGHTMAPS][MAX_LIGHTMAP_COPIES];
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int i, map, smax, tmax, cc, lmtex;
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int i, map, smax, tmax, lmtex;
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lmrect_t current, best;
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lmrect_t current, best;
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msurface_t *surf;
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msurface_t *surf;
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byte *base;
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byte *base;
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@ -602,12 +602,14 @@ R_RegenAllLightmaps()
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return;
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return;
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}
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}
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cc = lmtex = 0;
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if (gl_config.lightmapcopies)
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if (gl_config.lightmapcopies)
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{
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{
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cur_lm_copy = (cur_lm_copy + 1) % MAX_LIGHTMAP_COPIES; // alternate between calls
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cur_lm_copy = (cur_lm_copy + 1) % MAX_LIGHTMAP_COPIES; // select the next lightmap copy
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cc = cur_lm_copy;
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lmtex = gl_state.max_lightmaps * cur_lm_copy; // ...and its corresponding texture
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lmtex = gl_state.max_lightmaps * cc;
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}
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else
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{
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lmtex = 0;
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}
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}
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for (i = 1; i < gl_state.max_lightmaps; i++)
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for (i = 1; i < gl_state.max_lightmaps; i++)
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@ -680,24 +682,24 @@ dynamic_surf:
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if (gl_config.lightmapcopies)
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if (gl_config.lightmapcopies)
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{
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{
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// add all the changes that have happened in the last few frames,
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// Add all the changes that have happened in the last few frames,
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// at least just for consistency between them...
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// at least just for consistency between them.
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qboolean apply_changes = affected_lightmap;
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qboolean apply_changes = affected_lightmap;
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current = best; // save state for next frames... +
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current = best; // save state for next frames... +
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for (int k = 0; k < MAX_LIGHTMAP_COPIES; k++)
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for (int k = 0; k < MAX_LIGHTMAP_COPIES; k++)
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{
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{
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if (altered[k][i])
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if (altered[i][k])
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{
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{
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apply_changes = true;
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apply_changes = true;
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R_JoinAreas(&lmchange[k][i], &best);
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R_JoinAreas(&lmchange[i][k], &best);
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}
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}
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}
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}
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altered[cc][i] = affected_lightmap;
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altered[i][cur_lm_copy] = affected_lightmap;
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if (affected_lightmap)
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if (affected_lightmap)
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{
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{
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lmchange[cc][i] = current; // + ...here
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lmchange[i][cur_lm_copy] = current; // + ...here
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}
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}
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if (!apply_changes)
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if (!apply_changes)
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