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raw | patch | inline | side by side (parent: 48a0fec)
author | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Wed, 13 Sep 2017 01:45:11 +0000 (04:45 +0300) | ||
committer | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Wed, 13 Sep 2017 01:45:30 +0000 (04:45 +0300) |
src/game/g_game.pas | patch | blob | history |
diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index b0f64563e8cfd2ecb1a3ad1ef39aaebde48a7469..d98227aa36faed7685df9c144c9848c0ebd783bb 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
//TODO: lights should be in separate grid, i think
// but on the other side: grid may be slower for dynlights, as their lifetime is short
- if (not g_playerLight) or (not gwin_has_stencil) or (g_dynLightCount < 1) then exit;
+ if (not gwin_k8_enable_light_experiments) or (not gwin_has_stencil) or (g_dynLightCount < 1) then exit;
// rendering mode
//ambColor := gCurrentMap['light_ambient'].rgba;
conRegVar('dbg_holmes', @g_holmes_enabled, 'enable/disable Holmes', 'Holmes', true);
conRegVar('dbg_scale', @g_dbg_scale, 0.01, 100.0, 'experimental deBUG scale mode', '', false);
+
+ conRegVar('light_enabled', @gwin_k8_enable_light_experiments, 'enable/disable dynamic lighting', 'lighting');
+ conRegVar('light_player_halo', @g_playerLight, 'enable/disable player halo', 'player light halo');
end.