cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"};
-cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
-cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
// flag arrays used for visibility checking on world model
{
if (ent->model == NULL)
return;
- if (r_drawcollisionbrushes.integer < 2)
- R_DrawSurfaces(ent, true);
+ R_DrawSurfaces(ent, true);
}
void R_Q1BSP_Draw(entity_render_t *ent)
model_t *model = ent->model;
if (model == NULL)
return;
- if (r_drawcollisionbrushes.integer < 2)
- R_DrawSurfaces(ent, false);
- if (r_drawcollisionbrushes.integer >= 1 && model->brush.num_brushes)
+ R_DrawSurfaces(ent, false);
+ if (r_showcollisionbrushes.integer && model->brush.num_brushes && !r_showtrispass)
{
int i;
msurface_t *surface;
R_Mesh_Matrix(&ent->matrix);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
- GL_DepthTest(true);
- qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
+ GL_DepthTest(!r_showdisabledepthtest.integer);
+ qglPolygonOffset(r_showcollisionbrushes_polygonfactor.value, r_showcollisionbrushes_polygonoffset.value);
for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
if (brush->colbrushf && brush->colbrushf->numtriangles)
R_DrawCollisionBrush(brush->colbrushf);
// check the box in modelspace, it was already checked in worldspace
if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs))
return;
- if (r_drawcollisionbrushes.integer >= 2)
- return;
R_UpdateAllTextureInfo(ent);
if (model->brush.shadowmesh)
{
vec3_t modelorg;
texture_t *tex;
qboolean skip;
- if (r_drawcollisionbrushes.integer >= 2)
- return;
R_UpdateAllTextureInfo(ent);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
tex = NULL;
Cvar_RegisterVariable(&r_lockpvs);
Cvar_RegisterVariable(&r_lockvisibility);
Cvar_RegisterVariable(&r_useportalculling);
- Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
- Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes"); // By [515]