From bb57590d340e2ac7defb200c6f464ad26b9aa74a Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Sun, 5 Jul 2020 11:31:48 +1000 Subject: [PATCH] =?UTF-8?q?-=20add=20`gl=5Ftexture`=20CVAR=20to=20glbacken?= =?UTF-8?q?d=20=C3=A0=20la=20GZDoom.?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit * 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 --- source/glbackend/glbackend.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/source/glbackend/glbackend.cpp b/source/glbackend/glbackend.cpp index 9401b4786..c00689bb7 100644 --- a/source/glbackend/glbackend.cpp +++ b/source/glbackend/glbackend.cpp @@ -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 */