//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.