cvar_t r_drawentities = {0, "r_drawentities","1"};
cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "1"};
-cvar_t r_staticworldlights = {0, "r_staticworldlights", "1"};
+cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
cvar_t r_speeds = {0, "r_speeds","0"};
cvar_t r_fullbright = {0, "r_fullbright","0"};
cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
Cvar_RegisterVariable (&r_drawentities);
Cvar_RegisterVariable (&r_drawviewmodel);
Cvar_RegisterVariable (&r_shadows);
- Cvar_RegisterVariable (&r_staticworldlights);
+ Cvar_RegisterVariable (&r_shadow_staticworldlights);
Cvar_RegisterVariable (&r_speeds);
Cvar_RegisterVariable (&r_fullbrights);
Cvar_RegisterVariable (&r_wateralpha);
Cvar_RegisterVariable (&r_dynamic);
Cvar_RegisterVariable (&r_fullbright);
Cvar_RegisterVariable (&r_textureunits);
- if (gamemode == GAME_NEHAHRA)
+ if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXIUZ)
Cvar_SetValue("r_fullbrights", 0);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
}
if (!visiblevolumes)
R_Shadow_Stage_ShadowVolumes();
ent = &cl_entities[0].render;
- if (wl->shadowvolume && r_staticworldlights.integer)
+ if (wl->shadowvolume && r_shadow_staticworldlights.integer)
R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl);
else
R_TestAndDrawShadowVolume(ent, wl->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
if (!visiblevolumes)
R_Shadow_Stage_ShadowVolumes();
- if (sl->shadowvolume && r_staticworldlights.integer)
+ if (sl->shadowvolume && r_shadow_staticworldlights.integer)
R_DrawWorldLightShadowVolume(&cl_entities[0].render.matrix, sl->shadowvolume);
else
R_TestAndDrawShadowVolume(&cl_entities[0].render, sl->origin, cullradius, lightradius);
}
else if (!gl_stencil)
{
- Con_Printf("Stencil not enabled, turning off r_shadow_realtime, please type vid_stencil 1;vid_restart and try again\n");
+ Con_Printf("Stencil not enabled, turning off r_shadow_realtime, please type vid_stencil 1;vid_bitsperpixel 32;vid_restart and try again\n");
Cvar_SetValueQuick(&r_shadow_realtime, 0);
}
else if (!gl_combine.integer)
// R_DrawNoModelCallback(ent, 0);
}
-void R_CalcBeamVerts (float *vert, vec3_t org1, vec3_t org2, float width)
+void R_CalcBeamVerts (float *vert, const vec3_t org1, const vec3_t org2, float width)
{
vec3_t right1, right2, diff, normal;