- use uniform buffers for dynamic lights everywhere.
Branching on SSBO content does not work that well on NVidia so it is better disabled. So far only implemented for OpenGL - Vulkan needs more work.
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8 changed files with 36 additions and 49 deletions
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@ -126,6 +126,8 @@ static FCompatOption Options[] =
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{ "floatbob", BCOMPATF_FLOATBOB, SLOT_BCOMPAT },
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{ "noslopeid", BCOMPATF_NOSLOPEID, SLOT_BCOMPAT },
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{ "clipmidtex", BCOMPATF_CLIPMIDTEX, SLOT_BCOMPAT },
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{ "nosectionmerge", BCOMPATF_NOSECTIONMERGE, SLOT_BCOMPAT },
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// list copied from g_mapinfo.cpp
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{ "shorttex", COMPATF_SHORTTEX, SLOT_COMPAT },
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@ -288,12 +290,13 @@ FName MapLoader::CheckCompatibility(MapData *map)
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Level->ii_compatflags2 = 0;
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Level->ib_compatflags = 0;
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// When playing Doom IWAD levels force COMPAT_SHORTTEX and COMPATF_LIGHT.
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// I'm not sure if the IWAD maps actually need COMPATF_LIGHT but it certainly does not hurt.
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// When playing Doom IWAD levels force BCOMPATF_NOSECTIONMERGE, COMPAT_SHORTTEX and COMPATF_LIGHT.
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// I'm not sure if the IWAD maps actually need COMPATF_LIGHT but it certainly does not hurt. BCOMPATF_NOSECTIONMERGE is mainly for MAP18's sector 0
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// TNT's MAP31 also needs COMPATF_STAIRINDEX but that only gets activated for TNT.WAD.
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if (fileSystem.GetFileContainer(map->lumpnum) == fileSystem.GetIwadNum() && (gameinfo.flags & GI_COMPATSHORTTEX) && Level->maptype == MAPTYPE_DOOM)
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{
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Level->ii_compatflags = COMPATF_SHORTTEX|COMPATF_LIGHT;
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Level->ib_compatflags = BCOMPATF_NOSECTIONMERGE;
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if (gameinfo.flags & GI_COMPATSTAIRS) Level->ii_compatflags |= COMPATF_STAIRINDEX;
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}
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