diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 6a26b044dc0aed035326e0e24f0fd61009f8b426..05b824ac9f1f9814b59f80fd244e7436b037c116 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
g_rlayer_water: Boolean = true;
g_rlayer_fore: Boolean = true;
- g_dbg_scale: Single = 1.0;
-
procedure g_ResetDynlights ();
procedure g_AddDynLight (x, y, radius: Integer; r, g, b, a: Single);
implementation
uses
- g_textures, g_main, g_window, g_menu,
+ e_texture, g_textures, g_main, g_window, g_menu,
e_input, e_log, g_console, g_items, g_map, g_panel,
g_playermodel, g_gfx, g_options, g_weapons, Math,
g_triggers, g_monsters, e_sound, CONFIG,
(*
* light rendering: (INVALID!)
* glStencilFunc(GL_EQUAL, 0, $ff);
- * clear depth buffer
- * renderAmbientQuad()
* for each light:
+ * glClear(GL_STENCIL_BUFFER_BIT);
* glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
* draw shadow volume into stencil buffer
* glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); // modify color buffer
* glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // don't modify stencil buffer
* turn off blending
- * draw quad with light alpha
+ * draw color-less quad with light alpha (WARNING! don't touch color!)
* glEnable(GL_BLEND);
- * gl.glBlendFunc(GL_DST_ALPHA, GL_ONE);
+ * glBlendFunc(GL_DST_ALPHA, GL_ONE);
+ * draw all geometry up to and including walls (with alpha-testing, probably) -- this does lighting
*)
wassc := (glIsEnabled(GL_SCISSOR_TEST) <> 0);
if setTransMatrix then
begin
+ //if (g_dbg_scale <> 1.0) then glTranslatef(0.0, -0.375/2, 0);
glScalef(g_dbg_scale, g_dbg_scale, 1.0);
glTranslatef(-sX, -sY, 0);
end;
conRegVar('dbg_holmes', @g_holmes_enabled, 'enable/disable Holmes', 'Holmes', true);
- conRegVar('dbg_scale', @g_dbg_scale, 0.01, 5.0, 'experimental deBUG scale mode', '', true);
+ conRegVar('dbg_scale', @g_dbg_scale, 0.01, 100.0, 'experimental deBUG scale mode', '', false);
end.