cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "8"};
cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"};
cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "4"};
+
+cvar_t developer_texturelogging = {0, "developer_texturelogging", "1"};
+
rtexturepool_t *r_main_texturepool;
rtexture_t *r_bloom_texture_screen;
rtexture_t *r_bloom_texture_bloom;
Cvar_RegisterVariable(&r_bloom_blur);
Cvar_RegisterVariable(&r_bloom_resolution);
Cvar_RegisterVariable(&r_bloom_power);
+ Cvar_RegisterVariable(&developer_texturelogging);
if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
Cvar_SetValue("r_fullbrights", 0);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
if (!r_drawentities.integer)
return;
+ r_refdef.worldentity->visframe = r_framecount;
renderimask = envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
{
S_ExtraUpdate ();
GL_ShowTrisColor(0, 0, 0.033, 1);
- R_ShadowVolumeLighting(false, false);
+ R_ShadowVolumeLighting(false);
R_TimeReport("rtlights");
// don't let sound skip if going slow
if ((r_shadow_visiblelighting.integer || r_shadow_visiblevolumes.integer) && !r_showtrispass)
{
- R_ShadowVolumeLighting(r_shadow_visiblelighting.integer, r_shadow_visiblevolumes.integer);
- R_TimeReport("shadowvolume");
+ R_ShadowVolumeLighting(true);
+ R_TimeReport("visiblevolume");
}
GL_ShowTrisColor(0.05, 0.05, 0.05, 1);