- merged vid_renderer, swtruecolor and r_polyrender into one CVAR to reduce menu clutter.

- with renderers freely switchable, some shortcuts in the 3D floor code had to be removed, because now the hardware renderer can get FF_THISINSIDE-flagged 3D floors.
- changed handling of attenuated lights in the legacy renderer to be adjusted when being rendered instead of when being spawned. For the software renderer the light needs to retain its original values.
This commit is contained in:
Christoph Oelckers 2018-04-07 23:30:28 +02:00
commit df4f435952
32 changed files with 95 additions and 213 deletions

View file

@ -154,13 +154,6 @@ void AddLightDefaults(FLightDefaults *defaults)
}
}
// If the current renderer cannot handle attenuated lights we need to reduce the radius here to account for the far more bright lights this would create.
if (/*!Renderer->CanAttenuate() &&*/ (defaults->GetAttenuate()))
{
defaults->SetArg(LIGHT_INTENSITY, defaults->GetArg(LIGHT_INTENSITY) * 2 / 3);
defaults->SetArg(LIGHT_SECONDARY_INTENSITY, defaults->GetArg(LIGHT_SECONDARY_INTENSITY) * 2 / 3);
}
LightDefaults.Push(defaults);
}