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- lock cvar shader uniforms behind a command line parameter for now
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parent
1ba4dfbfa8
commit
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1 changed files with 40 additions and 31 deletions
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@ -49,6 +49,7 @@
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#include "hw_material.h"
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#include "hw_material.h"
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#include "texturemanager.h"
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#include "texturemanager.h"
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#include "gameconfigfile.h"
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#include "gameconfigfile.h"
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#include "m_argv.h"
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void AddLightDefaults(FLightDefaults *defaults, double attnFactor);
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void AddLightDefaults(FLightDefaults *defaults, double attnFactor);
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void AddLightAssociation(const char *actor, const char *frame, const char *light);
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void AddLightAssociation(const char *actor, const char *frame, const char *light);
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@ -1562,6 +1563,13 @@ class GLDefsParser
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val.Float = oldval.Float = (float)sc.Float;
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val.Float = oldval.Float = (float)sc.Float;
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if (!Args->CheckParm ("-shaderuniformtest"))
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{
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// these aren't really release-ready, so lock them behind a command-line argument for now.
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sc.ScriptMessage("Warning - Use -shaderuniformtest to enable shader uniforms!");
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}
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else
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{
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if (!cvar)
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if (!cvar)
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{
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{
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cvar = C_CreateCVar(cvarname, cvartype, cvarflags);
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cvar = C_CreateCVar(cvarname, cvartype, cvarflags);
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@ -1604,6 +1612,7 @@ class GLDefsParser
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cvar->SetExtraDataPointer(extra);
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cvar->SetExtraDataPointer(extra);
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}
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}
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}
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}
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}
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else if (sc.Compare("texture"))
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else if (sc.Compare("texture"))
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{
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{
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sc.MustGetString();
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sc.MustGetString();
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