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Removed gl_lights_checkside which essentially was just a pointless piece of cruft inherited from ZDoomGL.
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f57c804a5a
commit
8a2e52d651
5 changed files with 6 additions and 8 deletions
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@ -438,7 +438,7 @@ bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, FVector3 & nearP
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if (radius <= 0.f) return false;
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if (dist > radius) return false;
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if (checkside && gl_lights_checkside && p.PointOnSide(lpos.X, lpos.Z, lpos.Y))
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if (checkside && p.PointOnSide(lpos.X, lpos.Z, lpos.Y))
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{
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return false;
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}
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@ -666,7 +666,7 @@ void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
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// we must do the side check here because gl_SetupLight needs the correct plane orientation
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// which we don't have for Legacy-style 3D-floors
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double planeh = plane.plane.ZatPoint(light);
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if (gl_lights_checkside && ((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling)))
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if (((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling)))
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{
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node = node->nextLight;
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continue;
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@ -1003,4 +1003,4 @@ int LegacyDesaturation(F2DDrawer::RenderCommand &cmd)
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auto &tbl = DesaturatedTranslationTable[cmd.mTranslation];
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tbl.tables[desat] = newremap;
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return newremap->GetUniqueIndex();
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}
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}
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@ -49,7 +49,6 @@
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//
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//==========================================================================
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CVAR (Bool, gl_lights_checkside, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Bool, gl_light_sprites, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Bool, gl_light_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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@ -69,7 +68,7 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FD
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if (radius <= 0.f) return false;
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if (dist > radius) return false;
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if (checkside && gl_lights_checkside && p.PointOnSide(pos.X, pos.Z, pos.Y))
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if (checkside && p.PointOnSide(pos.X, pos.Z, pos.Y))
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{
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return false;
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}
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@ -133,7 +133,7 @@ void GLFlat::SetupSubsectorLights(int pass, subsector_t * sub, int *dli)
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// we must do the side check here because gl_SetupLight needs the correct plane orientation
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// which we don't have for Legacy-style 3D-floors
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double planeh = plane.plane.ZatPoint(light);
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if (gl_lights_checkside && ((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling)))
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if ((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling))
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{
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node = node->nextLight;
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continue;
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@ -23,7 +23,7 @@ EXTERN_CVAR(Int, gl_weaponlight)
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EXTERN_CVAR (Bool, gl_lights);
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EXTERN_CVAR (Bool, gl_attachedlights);
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EXTERN_CVAR (Bool, gl_lights_checkside);
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EXTERN_CVAR (Bool, gl_light_sprites);
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EXTERN_CVAR (Bool, gl_light_particles);
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EXTERN_CVAR (Bool, gl_light_shadowmap);
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@ -2193,7 +2193,6 @@ OptionMenu "GLLightOptions" protected
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Option "$TCMNU_DYNLIGHTS", "r_dynlights", "OnOff"
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Option "$GLLIGHTMNU_LIGHTSENABLED", gl_lights, "OnOff"
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Option "$GLLIGHTMNU_LIGHTDEFS", gl_attachedlights, "YesNo"
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Option "$GLLIGHTMNU_CLIPLIGHTS", gl_lights_checkside, "YesNo"
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Option "$GLLIGHTMNU_LIGHTSPRITES", gl_light_sprites, "YesNo"
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Option "$GLLIGHTMNU_LIGHTPARTICLES", gl_light_particles, "YesNo"
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Option "$GLLIGHTMNU_LIGHTSHADOWMAP", gl_light_shadowmap, "YesNo"
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