Increasing Render_depth to max. if OGL build (we probably should get rid of these variables, but may still be handy for non-3D-accellerated build optimisations)

This commit is contained in:
zicodxx 2008-11-21 16:09:41 +00:00
parent ee5dff5c41
commit 606eb97467
2 changed files with 5 additions and 0 deletions

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@ -3,6 +3,7 @@ D2X-Rebirth Changelog
20081121
--------
main/gamecntl.c, main/gauges.c: Do not allow to restore games while player is dead... again - to much trouble right now; Solving small display issue when fading out weapons which ran out of ammo
main/render.c: Increasing Render_depth to max. if OGL build (we probably should get rid of these variables, but may still be handy for non-3D-accellerated build optimisations)
20081120
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@ -64,7 +64,11 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
#endif
// (former) "detail level" values
#ifdef OGL
int Render_depth = MAX_RENDER_SEGS; //how many segments deep to render
#else
int Render_depth = 20; //how many segments deep to render
#endif
int Max_perspective_depth = 8; // Deepest segment at which perspective interpolation will be used.
int Max_linear_depth = 50; // Deepest segment at which linear interpolation will be used.
int Max_linear_depth_objects = 20;