- some adjustments to allow testing the different rendering methods.

This commit is contained in:
Christoph Oelckers 2014-07-26 18:43:54 +02:00
parent 0e647e0f2b
commit 637aa9d77e
3 changed files with 15 additions and 10 deletions

View file

@ -38,7 +38,6 @@ EXTERN_CVAR(Bool,gl_mirrors)
EXTERN_CVAR(Bool,gl_mirror_envmap) EXTERN_CVAR(Bool,gl_mirror_envmap)
EXTERN_CVAR(Bool, gl_render_segs) EXTERN_CVAR(Bool, gl_render_segs)
EXTERN_CVAR(Bool, gl_seamless) EXTERN_CVAR(Bool, gl_seamless)
EXTERN_CVAR(Bool, gl_dynlight_shader)
EXTERN_CVAR(Float, gl_mask_threshold) EXTERN_CVAR(Float, gl_mask_threshold)
EXTERN_CVAR(Float, gl_mask_sprite_threshold) EXTERN_CVAR(Float, gl_mask_sprite_threshold)

View file

@ -52,6 +52,7 @@ RenderContext gl;
int occlusion_type=0; int occlusion_type=0;
CVAR(Bool, gl_persistent_avail, false, CVAR_NOSET);
//========================================================================== //==========================================================================
// //
@ -132,7 +133,11 @@ void gl_LoadExtensions()
if (CheckExtension("GL_ARB_texture_compression")) gl.flags|=RFL_TEXTURE_COMPRESSION; if (CheckExtension("GL_ARB_texture_compression")) gl.flags|=RFL_TEXTURE_COMPRESSION;
if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags|=RFL_TEXTURE_COMPRESSION_S3TC; if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags|=RFL_TEXTURE_COMPRESSION_S3TC;
if (CheckExtension("GL_ARB_buffer_storage")) gl.flags |= RFL_BUFFER_STORAGE; if (CheckExtension("GL_ARB_buffer_storage") && !Args->CheckParm("-nopersistentbuffers"))
{
gl.flags |= RFL_BUFFER_STORAGE; // the cmdline option is for testing the fallback implementation on newer hardware.
gl_persistent_avail = true;
}
if (CheckExtension("GL_ARB_separate_shader_objects")) gl.flags |= RFL_SEPARATE_SHADER_OBJECTS; if (CheckExtension("GL_ARB_separate_shader_objects")) gl.flags |= RFL_SEPARATE_SHADER_OBJECTS;
if (!CheckExtension("GL_ARB_compatibility")) gl.flags |= RFL_COREPROFILE; if (!CheckExtension("GL_ARB_compatibility")) gl.flags |= RFL_COREPROFILE;

View file

@ -105,12 +105,6 @@ OptionValue "HqResizeModes"
6, "hq4x" 6, "hq4x"
} }
OptionValue "HqResizeTargets"
{
0, "Everything"
1, "Sprites/fonts"
}
OptionValue "FogMode" OptionValue "FogMode"
{ {
0, "Off" 0, "Off"
@ -130,6 +124,14 @@ OptionValue "FuzzStyle"
//5, "Jagged fuzz" I can't see any difference between this and 4 so it's disabled for now. //5, "Jagged fuzz" I can't see any difference between this and 4 so it's disabled for now.
} }
OptionValue "RenderMethods"
{
0, "Immediate mode"
1, "Uniform array"
2, "Buffer upload"
3, "Mapped buffer"
}
OptionMenu "GLTextureGLOptions" OptionMenu "GLTextureGLOptions"
{ {
Title "TEXTURE OPTIONS" Title "TEXTURE OPTIONS"
@ -158,7 +160,6 @@ OptionMenu "GLLightOptions"
Option "Force additive lighting", gl_lights_additive, "YesNo" Option "Force additive lighting", gl_lights_additive, "YesNo"
Slider "Light intensity", gl_lights_intensity, 0.0, 1.0, 0.1 Slider "Light intensity", gl_lights_intensity, 0.0, 1.0, 0.1
Slider "Light size", gl_lights_size, 0.0, 2.0, 0.1 Slider "Light size", gl_lights_size, 0.0, 2.0, 0.1
Option "Use shaders for lights", gl_dynlight_shader, "YesNo"
} }
OptionMenu "GLPrefOptions" OptionMenu "GLPrefOptions"
@ -179,7 +180,7 @@ OptionMenu "GLPrefOptions"
Option "Particle style", gl_particles_style, "Particles" Option "Particle style", gl_particles_style, "Particles"
Slider "Ambient light level", gl_light_ambient, 1.0, 255.0, 5.0 Slider "Ambient light level", gl_light_ambient, 1.0, 255.0, 5.0
Option "Rendering quality", gl_render_precise, "Precision" Option "Rendering quality", gl_render_precise, "Precision"
Option "Use vertex buffer", gl_usevbo, "OnOff" Option "Render method", gl_rendermethod, "RenderMethods", "gl_persistent_avail"
} }
OptionMenu "OpenGLOptions" OptionMenu "OpenGLOptions"