From: Ketmar Dark Date: Wed, 13 Sep 2017 01:45:11 +0000 (+0300) Subject: dynamic light convars X-Git-Url: https://deadsoftware.ru/gitweb?a=commitdiff_plain;h=db50943803691219f9199de6e299dc59283c31c5;p=d2df-sdl.git dynamic light convars --- diff --git a/src/game/g_game.pas b/src/game/g_game.pas index b0f6456..d98227a 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -2750,7 +2750,7 @@ begin //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; @@ -7226,4 +7226,7 @@ begin 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.