cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
-cvar_t r_useportalculling = {0, "r_useportalculling", "1", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"};
+cvar_t r_useportalculling = {0, "r_useportalculling", "2", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"};
cvar_t r_usesurfaceculling = {0, "r_usesurfaceculling", "1", "improve framerate by culling offscreen surfaces"};
cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
VectorCopy(portal->points[i].position, v);
R_Mesh_PrepareVertices_Generic_Arrays(numpoints, vertex3f, NULL, NULL);
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
}
// if floating around in the void (no pvs data available, and no
// portals available), simply use all on-screen leafs.
- if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis)
+ if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis || r_trippy.integer)
{
// no visibility method: (used when floating around in the void)
// simply cull each leaf to the frustum (view pyramid)
r_refdef.viewcache.world_novis = true;
for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
{
+ if (leaf->clusterindex < 0)
+ continue;
// if leaf is in current pvs and on the screen, mark its surfaces
if (!R_CullBox(leaf->mins, leaf->maxs))
{
// similar to quake's RecursiveWorldNode but without cache misses
for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
{
+ if (leaf->clusterindex < 0)
+ continue;
// if leaf is in current pvs and on the screen, mark its surfaces
if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
{
leaf = leafstack[--leafstackpos];
if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
continue;
+ if (leaf->clusterindex < 0)
+ continue;
r_refdef.stats.world_leafs++;
r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
// mark any surfaces bounding this leaf
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
// R_Mesh_ResetTextureState();
- R_SetupShader_DepthOrShadow();
+ R_SetupShader_DepthOrShadow(false);
if (ent == r_refdef.scene.worldentity)
R_DrawWorldSurfaces(false, false, true, false, false);
else
int surfaceindex;
int t;
int nodeleafindex;
- const int *nodeleaflist;
int currentmaterialflags;
qboolean castshadow;
msurface_t *surface;
node = bih->nodes + nodenum;
if (node->type == BIH_UNORDERED)
{
- nodeleaflist = node->children;
for (nodeleafindex = 0;nodeleafindex < BIH_MAXUNORDEREDCHILDREN && node->children[nodeleafindex] >= 0;nodeleafindex++)
{
leaf = bih->leafs + node->children[nodeleafindex];
for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
;
// now figure out what to do with this particular range of surfaces
- if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
+ // VorteX: added MATERIALFLAG_NORTLIGHT
+ if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL + MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL)
continue;
if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
continue;