r1331 - trunk/code/renderer
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
Sun Apr 27 17:09:03 EDT 2008
Author: thilo
Date: 2008-04-27 17:09:03 -0400 (Sun, 27 Apr 2008)
New Revision: 1331
Modified:
trunk/code/renderer/tr_cmds.c
trunk/code/renderer/tr_init.c
trunk/code/renderer/tr_shade.c
Log:
- change default value for stereo seperation
- make clearing buffer use black for clearing when changing anaglyphmode
- Make sure that dlights are greyscale, too.
Modified: trunk/code/renderer/tr_cmds.c
===================================================================
--- trunk/code/renderer/tr_cmds.c 2008-04-27 19:07:57 UTC (rev 1330)
+++ trunk/code/renderer/tr_cmds.c 2008-04-27 21:09:03 UTC (rev 1331)
@@ -435,6 +435,7 @@
{
// clear both, front and backbuffer.
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ qglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
qglDrawBuffer(GL_FRONT);
qglClear(GL_COLOR_BUFFER_BIT);
Modified: trunk/code/renderer/tr_init.c
===================================================================
--- trunk/code/renderer/tr_init.c 2008-04-27 19:07:57 UTC (rev 1330)
+++ trunk/code/renderer/tr_init.c 2008-04-27 21:09:03 UTC (rev 1331)
@@ -959,7 +959,7 @@
r_znear = ri.Cvar_Get( "r_znear", "4", CVAR_CHEAT );
AssertCvarRange( r_znear, 0.001f, 200, qtrue );
r_zproj = ri.Cvar_Get( "r_zproj", "64", CVAR_ARCHIVE );
- r_stereoSeparation = ri.Cvar_Get( "r_stereoSeparation", "32", CVAR_ARCHIVE );
+ r_stereoSeparation = ri.Cvar_Get( "r_stereoSeparation", "64", CVAR_ARCHIVE );
r_ignoreGLErrors = ri.Cvar_Get( "r_ignoreGLErrors", "1", CVAR_ARCHIVE );
r_fastsky = ri.Cvar_Get( "r_fastsky", "0", CVAR_ARCHIVE );
r_inGameVideo = ri.Cvar_Get( "r_inGameVideo", "1", CVAR_ARCHIVE );
Modified: trunk/code/renderer/tr_shade.c
===================================================================
--- trunk/code/renderer/tr_shade.c 2008-04-27 19:07:57 UTC (rev 1330)
+++ trunk/code/renderer/tr_shade.c 2008-04-27 21:09:03 UTC (rev 1331)
@@ -455,9 +455,19 @@
radius = dl->radius;
scale = 1.0f / radius;
- floatColor[0] = dl->color[0] * 255.0f;
- floatColor[1] = dl->color[1] * 255.0f;
- floatColor[2] = dl->color[2] * 255.0f;
+ if(r_greyscale->integer)
+ {
+ float luminance;
+
+ luminance = (dl->color[0] * 255.0f + dl->color[1] * 255.0f + dl->color[2] * 255.0f) / 3;
+ floatColor[0] = floatColor[1] = floatColor[2] = luminance;
+ }
+ else
+ {
+ floatColor[0] = dl->color[0] * 255.0f;
+ floatColor[1] = dl->color[1] * 255.0f;
+ floatColor[2] = dl->color[2] * 255.0f;
+ }
floatColorVec0 = vec_ld(0, floatColor);
floatColorVec1 = vec_ld(11, floatColor);
floatColorVec0 = vec_perm(floatColorVec0,floatColorVec0,floatColorVecPerm);
@@ -599,9 +609,20 @@
radius = dl->radius;
scale = 1.0f / radius;
- floatColor[0] = dl->color[0] * 255.0f;
- floatColor[1] = dl->color[1] * 255.0f;
- floatColor[2] = dl->color[2] * 255.0f;
+ if(r_greyscale->integer)
+ {
+ float luminance;
+
+ luminance = (dl->color[0] * 255.0f + dl->color[1] * 255.0f + dl->color[2] * 255.0f) / 3;
+ floatColor[0] = floatColor[1] = floatColor[2] = luminance;
+ }
+ else
+ {
+ floatColor[0] = dl->color[0] * 255.0f;
+ floatColor[1] = dl->color[1] * 255.0f;
+ floatColor[2] = dl->color[2] * 255.0f;
+ }
+
for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) {
int clip = 0;
vec3_t dist;
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