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- r_vanillatrans: Cache the cache! Transform the function into a global variable and recheck at the start of D_Display
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6 changed files with 8 additions and 4 deletions
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@ -670,6 +670,8 @@ void D_Display ()
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cycles.Reset();
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cycles.Clock();
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r_UseVanillaTransparency = UseVanillaTransparency(); // [SP] Cache UseVanillaTransparency() call
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if (players[consoleplayer].camera == NULL)
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{
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players[consoleplayer].camera = players[consoleplayer].mo;
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@ -993,7 +993,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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{
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trans = 1.f;
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}
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if (UseVanillaTransparency())
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if (r_UseVanillaTransparency)
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{
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// [SP] "canonical transparency" - with the flip of a CVar, disable transparency for Doom objects,
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// and disable 'additive' translucency for certain objects from other games.
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@ -146,7 +146,7 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const PolyClipPlane
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args.SetStencilTestValue(stencilValue);
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args.SetWriteStencil(true, stencilValue);
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args.SetClipPlane(clipPlane);
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if ((thing->renderflags & RF_ZDOOMTRANS) && UseVanillaTransparency())
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if ((thing->renderflags & RF_ZDOOMTRANS) && r_UseVanillaTransparency)
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args.SetStyle(LegacyRenderStyles[STYLE_Normal], 1.0f, thing->fillcolor, thing->Translation, tex, fullbrightSprite);
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else
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args.SetStyle(thing->RenderStyle, thing->Alpha, thing->fillcolor, thing->Translation, tex, fullbrightSprite);
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@ -32,6 +32,7 @@
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#include "c_dispatch.h"
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#endif
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bool r_UseVanillaTransparency;
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CVAR (Int, r_vanillatrans, 2, CVAR_ARCHIVE)
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namespace
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@ -22,4 +22,5 @@
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void UpdateVanillaTransparency();
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bool UseVanillaTransparency();
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bool UseVanillaTransparency();
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extern bool r_UseVanillaTransparency;
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@ -213,7 +213,7 @@ namespace swrenderer
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if (thing->flags5 & MF5_BRIGHT)
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vis->renderflags |= RF_FULLBRIGHT; // kg3D
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vis->RenderStyle = thing->RenderStyle;
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if (UseVanillaTransparency())
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if (r_UseVanillaTransparency)
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{
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if (thing->renderflags & RF_ZDOOMTRANS)
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vis->RenderStyle = LegacyRenderStyles[STYLE_Normal];
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