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Adds r_pr_overridemodelscale to help with getting models in-game, also works with HUD models.
git-svn-id: https://svn.eduke32.com/eduke32@1818 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 8 additions and 1 deletions
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@ -59,6 +59,7 @@ extern float pr_hudyadd;
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extern float pr_hudzadd;
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extern int32_t pr_hudangadd;
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extern int32_t pr_hudfov;
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extern float pr_overridemodelscale;
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extern int32_t pr_ati_fboworkaround;
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extern int32_t pr_ati_nodepthoffset;
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#ifdef __APPLE__
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@ -37,6 +37,7 @@ float pr_hudyadd = 0.0f;
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float pr_hudzadd = 0.0f;
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int32_t pr_hudangadd = 0;
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int32_t pr_hudfov = 426;
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float pr_overridemodelscale = 0.0f;
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int32_t pr_ati_fboworkaround = 0;
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int32_t pr_ati_nodepthoffset = 0;
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#ifdef __APPLE__
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@ -3734,7 +3735,11 @@ static void polymer_drawmdsprite(spritetype *tspr)
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bglLoadIdentity();
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scale = (1.0/4.0);
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scale *= m->scale;
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scale *= m->bscale;
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if (pr_overridemodelscale) {
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scale *= pr_overridemodelscale;
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} else {
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scale *= m->bscale;
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}
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if (tspriteptr[MAXSPRITESONSCREEN] == tspr) {
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float playerang, radplayerang, cosminusradplayerang, sinminusradplayerang, hudzoom;
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@ -6282,6 +6282,7 @@ void polymost_initosdfuncs(void)
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{ "r_pr_hudzadd", "r_pr_hudzadd: overriden HUD zadd; see r_pr_overridehud", (void *) &pr_hudzadd, CVAR_FLOAT | CVAR_NOSAVE, -100, 100 },
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{ "r_pr_hudangadd", "r_pr_hudangadd: overriden HUD angadd; see r_pr_overridehud", (void *) &pr_hudangadd, CVAR_INT | CVAR_NOSAVE, -512, 512 },
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{ "r_pr_hudfov", "r_pr_hudfov: overriden HUD fov; see r_pr_overridehud", (void *) &pr_hudfov, CVAR_INT | CVAR_NOSAVE, 0, 1023 },
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{ "r_pr_overridemodelscale", "r_pr_overridemodelscale: overrides model scale if non-zero; use it to fine-tune DEF tokens", (void *) &pr_overridemodelscale, CVAR_FLOAT | CVAR_NOSAVE, 0, 500 },
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{ "r_pr_ati_fboworkaround", "r_pr_ati_fboworkaround: enable this to workaround an ATI driver bug that causes sprite shadows to be square - you need to restart the renderer for it to take effect", (void *) &pr_ati_fboworkaround, CVAR_BOOL | CVAR_NOSAVE, 0, 1 },
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{ "r_pr_ati_nodepthoffset", "r_pr_ati_nodepthoffset: enable this to workaround an ATI driver bug that causes sprite drawing to freeze the game on Radeon X1x00 hardware - you need to restart the renderer for it to take effect", (void *) &pr_ati_nodepthoffset, CVAR_BOOL | CVAR_NOSAVE, 0, 1 },
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#endif
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