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Add cvar for speed testing always updating the lightmap
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2 changed files with 9 additions and 0 deletions
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@ -52,6 +52,8 @@
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EXTERN_CVAR(Float, r_visibility)
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EXTERN_CVAR(Float, r_visibility)
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EXTERN_CVAR(Int, lm_background_updates);
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EXTERN_CVAR(Int, lm_background_updates);
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CVAR(Bool, lm_always_update, false, 0)
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CVAR(Bool, gl_bandedswlight, false, CVAR_ARCHIVE)
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CVAR(Bool, gl_bandedswlight, false, CVAR_ARCHIVE)
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CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_no_skyclear, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_no_skyclear, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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@ -10,6 +10,8 @@
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#include "hw_weapon.h"
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#include "hw_weapon.h"
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#include "hw_drawlist.h"
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#include "hw_drawlist.h"
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EXTERN_CVAR(Bool, lm_always_update);
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enum EDrawMode
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enum EDrawMode
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{
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{
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DM_MAINVIEW,
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DM_MAINVIEW,
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@ -207,6 +209,11 @@ struct HWDrawInfo
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return;
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return;
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}
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}
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if (lm_always_update)
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{
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surface->needsUpdate = true;
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}
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if (surface->needsUpdate && !surface->portalIndex && !surface->bSky)
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if (surface->needsUpdate && !surface->portalIndex && !surface->bSky)
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{
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{
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VisibleSurfaces.Push(surface);
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VisibleSurfaces.Push(surface);
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