From 64b4047514a2138edd912dd3aaf9ceb601d77f4e Mon Sep 17 00:00:00 2001 From: havoc Date: Sun, 20 May 2007 22:32:51 +0000 Subject: [PATCH] renamed r_shadow_shadow_polygon* cvars to r_shadow_polygon* git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7326 d7cf8633-e32d-0410-b094-e92efae38249 --- darkplaces.txt | 4 ++-- gl_rmain.c | 4 ++-- r_shadow.c | 12 ++++++------ r_shadow.h | 4 ++-- 4 files changed, 12 insertions(+), 12 deletions(-) diff --git a/darkplaces.txt b/darkplaces.txt index a31b0aa7..93a7eb9e 100644 --- a/darkplaces.txt +++ b/darkplaces.txt @@ -735,8 +735,8 @@ r_shadow_realtime_world_dlightshadows 1 enables sh r_shadow_realtime_world_lightmaps 0 brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance r_shadow_realtime_world_shadows 1 enables rendering of shadows from world lights r_shadow_scissor 1 use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light) -r_shadow_shadow_polygonfactor 0 how much to enlarge shadow volume polygons when rendering (should be 0!) -r_shadow_shadow_polygonoffset 1 how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0) +r_shadow_polygonfactor 0 how much to enlarge shadow volume polygons when rendering (should be 0!) +r_shadow_polygonoffset 1 how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0) r_shadow_texture3d 1 use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting) r_shadows 0 casts fake stencil shadows from models onto the world (rtlights are unaffected by this) r_shadows_throwdistance 500 how far to cast shadows from models diff --git a/gl_rmain.c b/gl_rmain.c index 72831d87..00ef62a8 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -2457,8 +2457,8 @@ void R_UpdateVariables(void) Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1); r_refdef.polygonfactor = 0; r_refdef.polygonoffset = 0; - r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1); - r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1); + r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1); + r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1); r_refdef.rtworld = r_shadow_realtime_world.integer; r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil; diff --git a/r_shadow.c b/r_shadow.c index 893a058a..cf37a71b 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -237,8 +237,8 @@ cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compi cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"}; cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"}; cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"}; -cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"}; -cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"}; +cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"}; +cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"}; cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"}; cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"}; cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"}; @@ -410,8 +410,8 @@ void R_Shadow_Help_f(void) "r_shadow_realtime_world_compile : compile surface/visibility information\n" "r_shadow_realtime_world_compileshadow : compile shadow geometry\n" "r_shadow_scissor : use scissor optimization\n" -"r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n" -"r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n" +"r_shadow_polygonfactor : nudge shadow volumes closer/further\n" +"r_shadow_polygonoffset : nudge shadow volumes closer/further\n" "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n" "r_showlighting : useful for performance testing; bright = slow!\n" "r_showshadowvolumes : useful for performance testing; bright = slow!\n" @@ -451,8 +451,8 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling); Cvar_RegisterVariable(&r_shadow_scissor); Cvar_RegisterVariable(&r_shadow_culltriangles); - Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor); - Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset); + Cvar_RegisterVariable(&r_shadow_polygonfactor); + Cvar_RegisterVariable(&r_shadow_polygonoffset); Cvar_RegisterVariable(&r_shadow_texture3d); Cvar_RegisterVariable(&gl_ext_separatestencil); Cvar_RegisterVariable(&gl_ext_stenciltwoside); diff --git a/r_shadow.h b/r_shadow.h index 724a7917..5f283f67 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -30,8 +30,8 @@ extern cvar_t r_shadow_realtime_world_compilesvbsp; extern cvar_t r_shadow_realtime_world_compileportalculling; extern cvar_t r_shadow_scissor; extern cvar_t r_shadow_culltriangles; -extern cvar_t r_shadow_shadow_polygonfactor; -extern cvar_t r_shadow_shadow_polygonoffset; +extern cvar_t r_shadow_polygonfactor; +extern cvar_t r_shadow_polygonoffset; extern cvar_t r_shadow_singlepassvolumegeneration; extern cvar_t r_shadow_texture3d; extern cvar_t gl_ext_separatestencil; -- 2.39.2