- lock cvar shader uniforms behind a command line parameter for now

This commit is contained in:
Rachael Alexanderson 2022-04-16 12:12:40 -04:00
parent 1ba4dfbfa8
commit 43a419b318

View file

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