- Added gl_billboard_particles. If true, particles are billboarded to face the camera, if false the old behavior applies.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1501 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
gez 2013-01-03 18:15:57 +00:00
parent 8e2b798b8d
commit 9f441cd5d1

View file

@ -68,6 +68,7 @@ CVAR(Float, gl_sclipthreshold, 10.0, CVAR_ARCHIVE)
CVAR(Float, gl_sclipfactor, 1.8, CVAR_ARCHIVE)
CVAR(Int, gl_particles_style, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // 0 = square, 1 = round, 2 = smooth
CVAR(Int, gl_billboard_mode, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, gl_billboard_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Int, gl_enhanced_nv_stealth, 3, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CUSTOM_CVAR(Int, gl_fuzztype, 0, CVAR_ARCHIVE)
{
@ -215,7 +216,7 @@ void GLSprite::Draw(int pass)
if (!modelframe)
{
// [BB] Billboard stuff
const bool drawWithXYBillboard = ( !(actor && actor->renderflags & RF_FORCEYBILLBOARD)
const bool drawWithXYBillboard = ( (particle && gl_billboard_particles) || !(actor && actor->renderflags & RF_FORCEYBILLBOARD)
//&& GLRenderer->mViewActor != NULL
&& (gl_billboard_mode == 1 || (actor && actor->renderflags & RF_FORCEXYBILLBOARD )) );
gl_RenderState.Apply();