]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
removed gl_viewmodeldepthhack
[xonotic/darkplaces.git] / gl_rmain.c
index d75dc16473c16ffc5fb549493836c0661757ed7a..78a04448a3feff3ac0b9e149238b398ed47fcf68 100644 (file)
@@ -79,7 +79,7 @@ cvar_t        gl_fogstart = {0, "gl_fogstart", "0"};
 cvar_t gl_fogend = {0, "gl_fogend","0"};
 
 cvar_t r_ser = {CVAR_SAVE, "r_ser", "1"};
-cvar_t gl_viewmodeldepthhack = {0, "gl_viewmodeldepthhack", "1"};
+//cvar_t       gl_viewmodeldepthhack = {0, "gl_viewmodeldepthhack", "1"};
 
 cvar_t r_multitexture = {0, "r_multitexture", "1"};
 
@@ -260,7 +260,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable (&r_waterripple);
        Cvar_RegisterVariable (&r_fullbright);
        Cvar_RegisterVariable (&r_ser);
-       Cvar_RegisterVariable (&gl_viewmodeldepthhack);
+//     Cvar_RegisterVariable (&gl_viewmodeldepthhack);
        Cvar_RegisterVariable (&r_multitexture);
        if (gamemode == GAME_NEHAHRA)
                Cvar_SetValue("r_fullbrights", 0);
@@ -465,17 +465,17 @@ void R_DrawViewModel (void)
        R_LerpAnimation(currentrenderentity);
 
        // hack the depth range to prevent view model from poking into walls
-       if (gl_viewmodeldepthhack.integer)
-       {
-               R_Mesh_Render();
-               glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
-       }
+//     if (gl_viewmodeldepthhack.integer)
+//     {
+//             R_Mesh_Render();
+//             glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
+//     }
        currentrenderentity->model->Draw();
-       if (gl_viewmodeldepthhack.integer)
-       {
-               R_Mesh_Render();
-               glDepthRange (gldepthmin, gldepthmax);
-       }
+//     if (gl_viewmodeldepthhack.integer)
+//     {
+//             R_Mesh_Render();
+//             glDepthRange (gldepthmin, gldepthmax);
+//     }
 }
 
 static void R_SetFrustum (void)