- add gl_texture CVAR to glbackend à la GZDoom.

* Will be useful for further debugging of the lighting to determine whether Build actually did/does do different visibility for floor/walls/ceilings, etc.
* Idea inspired by Gez: https://forum.zdoom.org/viewtopic.php?f=341&t=68838&start=75#p1158294
This commit is contained in:
Mitchell Richters 2020-07-05 11:31:48 +10:00 committed by Christoph Oelckers
parent 25c5b76f91
commit bb57590d34

View file

@ -50,6 +50,8 @@
#include "hw_renderstate.h"
#include "hw_cvars.h"
CVAR(Bool, gl_texture, true, 0)
F2DDrawer twodpsp;
static int BufferLock = 0;
@ -167,7 +169,7 @@ void PolymostRenderState::Apply(FRenderState& state, GLState& oldState)
}
else
{
state.EnableTexture(true);
state.EnableTexture(gl_texture);
state.SetMaterial(mMaterial.mMaterial, mMaterial.mClampMode, mMaterial.mTranslation, mMaterial.mOverrideShader);
}
/* todo: bind indexed textures */