- Added r_shadercolormaps cvar. Set it to false to disable shaders for fixed colormap effects
(e.g. invulnerability). This should only be necessary for SM1.4 cards with buggy drivers. I doubt the problem is very widespread. The one piece of SM1.4 hardware I obtained specifically for testing purposes has no problems using shaders for these effects. SVN r3200 (trunk)
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2 changed files with 18 additions and 3 deletions
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@ -113,6 +113,7 @@ CVAR (String, r_viewsize, "", CVAR_NOSET)
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CVAR (Int, r_polymost, 0, 0)
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CVAR (Bool, r_deathcamera, false, CVAR_ARCHIVE)
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CVAR (Int, r_clearbuffer, 0, 0)
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CVAR (Bool, r_shadercolormaps, true, CVAR_ARCHIVE)
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fixed_t r_BaseVisibility;
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fixed_t r_WallVisibility;
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@ -1259,7 +1260,7 @@ void R_SetupFrame (AActor *actor)
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if (player->fixedcolormap >= 0 && player->fixedcolormap < (int)SpecialColormaps.Size())
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{
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realfixedcolormap = &SpecialColormaps[player->fixedcolormap];
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if (RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
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if (RenderTarget == screen && (DFrameBuffer *)screen->Accel2D && r_shadercolormaps)
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{
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// Render everything fullbright. The copy to video memory will
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// apply the special colormap, so it won't be restricted to the
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@ -1649,6 +1650,13 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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WallMirrors.Clear ();
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interpolator.RestoreInterpolations ();
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R_SetupBuffer ();
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// If we don't want shadered colormaps, NULL it now so that the
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// copy to the screen does not use a special colormap shader.
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if (!r_shadercolormaps)
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{
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realfixedcolormap = NULL;
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}
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}
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//==========================================================================
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