mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-27 22:42:57 +00:00
Removed gl_lights_checkside which essentially was just a pointless piece of cruft inherited from ZDoomGL.
This commit is contained in:
parent
f57c804a5a
commit
8a2e52d651
5 changed files with 6 additions and 8 deletions
|
@ -438,7 +438,7 @@ bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, FVector3 & nearP
|
|||
|
||||
if (radius <= 0.f) return false;
|
||||
if (dist > radius) return false;
|
||||
if (checkside && gl_lights_checkside && p.PointOnSide(lpos.X, lpos.Z, lpos.Y))
|
||||
if (checkside && p.PointOnSide(lpos.X, lpos.Z, lpos.Y))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
@ -666,7 +666,7 @@ void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
|
|||
// we must do the side check here because gl_SetupLight needs the correct plane orientation
|
||||
// which we don't have for Legacy-style 3D-floors
|
||||
double planeh = plane.plane.ZatPoint(light);
|
||||
if (gl_lights_checkside && ((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling)))
|
||||
if (((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling)))
|
||||
{
|
||||
node = node->nextLight;
|
||||
continue;
|
||||
|
|
|
@ -49,7 +49,6 @@
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
CVAR (Bool, gl_lights_checkside, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
|
||||
CVAR (Bool, gl_light_sprites, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
|
||||
CVAR (Bool, gl_light_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
|
||||
|
||||
|
@ -69,7 +68,7 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FD
|
|||
|
||||
if (radius <= 0.f) return false;
|
||||
if (dist > radius) return false;
|
||||
if (checkside && gl_lights_checkside && p.PointOnSide(pos.X, pos.Z, pos.Y))
|
||||
if (checkside && p.PointOnSide(pos.X, pos.Z, pos.Y))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -133,7 +133,7 @@ void GLFlat::SetupSubsectorLights(int pass, subsector_t * sub, int *dli)
|
|||
// we must do the side check here because gl_SetupLight needs the correct plane orientation
|
||||
// which we don't have for Legacy-style 3D-floors
|
||||
double planeh = plane.plane.ZatPoint(light);
|
||||
if (gl_lights_checkside && ((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling)))
|
||||
if ((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling))
|
||||
{
|
||||
node = node->nextLight;
|
||||
continue;
|
||||
|
|
|
@ -23,7 +23,7 @@ EXTERN_CVAR(Int, gl_weaponlight)
|
|||
|
||||
EXTERN_CVAR (Bool, gl_lights);
|
||||
EXTERN_CVAR (Bool, gl_attachedlights);
|
||||
EXTERN_CVAR (Bool, gl_lights_checkside);
|
||||
|
||||
EXTERN_CVAR (Bool, gl_light_sprites);
|
||||
EXTERN_CVAR (Bool, gl_light_particles);
|
||||
EXTERN_CVAR (Bool, gl_light_shadowmap);
|
||||
|
|
|
@ -2193,7 +2193,6 @@ OptionMenu "GLLightOptions" protected
|
|||
Option "$TCMNU_DYNLIGHTS", "r_dynlights", "OnOff"
|
||||
Option "$GLLIGHTMNU_LIGHTSENABLED", gl_lights, "OnOff"
|
||||
Option "$GLLIGHTMNU_LIGHTDEFS", gl_attachedlights, "YesNo"
|
||||
Option "$GLLIGHTMNU_CLIPLIGHTS", gl_lights_checkside, "YesNo"
|
||||
Option "$GLLIGHTMNU_LIGHTSPRITES", gl_light_sprites, "YesNo"
|
||||
Option "$GLLIGHTMNU_LIGHTPARTICLES", gl_light_particles, "YesNo"
|
||||
Option "$GLLIGHTMNU_LIGHTSHADOWMAP", gl_light_shadowmap, "YesNo"
|
||||
|
|
Loading…
Reference in a new issue