]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
cleaned up portions of rtlighting system, allowing GLSL lighting to use very few...
[xonotic/darkplaces.git] / gl_rmain.c
index d82504eb829f9448095c48d79b22a9721c3189a3..4042819641c1d090b85f198a6ee4d531265886f4 100644 (file)
@@ -103,6 +103,9 @@ cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "2"};
 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;
@@ -383,6 +386,7 @@ void GL_Main_Init(void)
        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);
@@ -542,6 +546,7 @@ static void R_MarkEntities (void)
        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)
        {
@@ -997,7 +1002,7 @@ void R_RenderScene(void)
                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
@@ -1029,8 +1034,8 @@ void R_RenderScene(void)
 
        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);