// enable depth buffer writes
glDepthMask(GL_TRUE);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
Vector3 clearColour(0, 0, 0);
if(m_Camera.draw_mode != cd_lighting)
void Camera_constructPreferences(PreferencesPage& page)
{
- page.appendSlider("Movement Speed", g_camwindow_globals_private.m_nMoveSpeed, TRUE, 0, 0, 100, MIN_CAM_SPEED, MAX_CAM_SPEED, 1, 10, 10);
+ page.appendSlider("Movement Speed", g_camwindow_globals_private.m_nMoveSpeed, TRUE, 0, 0, 100, MIN_CAM_SPEED, MAX_CAM_SPEED, 1, 10);
page.appendCheckBox("", "Link strafe speed to movement speed", g_camwindow_globals_private.m_bCamLinkSpeed);
- page.appendSlider("Rotation Speed", g_camwindow_globals_private.m_nAngleSpeed, TRUE, 0, 0, 3, 1, 180, 1, 10, 10);
+ page.appendSlider("Rotation Speed", g_camwindow_globals_private.m_nAngleSpeed, TRUE, 0, 0, 3, 1, 180, 1, 10);
page.appendCheckBox("", "Invert mouse vertical axis", g_camwindow_globals_private.m_bCamInverseMouse);
page.appendCheckBox(
"", "Discrete movement",