Add poly renderer to the menus

This commit is contained in:
Magnus Norddahl 2016-11-21 15:19:24 +01:00
commit fabac78ea8
4 changed files with 10 additions and 8 deletions

View file

@ -63,7 +63,7 @@
#include "p_setup.h"
#include "version.h"
CUSTOM_CVAR(Bool, r_newrenderer, 0, CVAR_NOINITCALL)
CUSTOM_CVAR(Bool, r_polyrenderer, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
if (self == 1 && !hasglnodes)
{
@ -915,7 +915,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
// Link the polyobjects right before drawing the scene to reduce the amounts of calls to this function
PO_LinkToSubsectors();
InSubsector = NULL;
if (!r_newrenderer)
if (!r_polyrenderer)
{
R_RenderBSPNode(nodes + numnodes - 1); // The head node is the last node output.
}
@ -932,7 +932,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
if (viewactive)
{
PlaneCycles.Clock();
if (!r_newrenderer)
if (!r_polyrenderer)
{
R_DrawPlanes();
R_DrawPortals();
@ -953,7 +953,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
NetUpdate ();
MaskedCycles.Clock();
if (!r_newrenderer)
if (!r_polyrenderer)
R_DrawMasked ();
MaskedCycles.Unclock();