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:
parent
c5c4870573
commit
c19aa8c19a
|
@ -3,6 +3,7 @@ D1X-Rebirth Changelog
|
||||||
20081121
|
20081121
|
||||||
--------
|
--------
|
||||||
main/game.c: Do not allow to restore games while player is dead... again - to much trouble right now
|
main/game.c: Do not allow to restore games while player is dead... again - to much trouble right now
|
||||||
|
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
|
20081120
|
||||||
--------
|
--------
|
||||||
|
|
|
@ -64,7 +64,11 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// (former) "detail level" values
|
// (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
|
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_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 = 50; // Deepest segment at which linear interpolation will be used.
|
||||||
int Max_linear_depth_objects = 20;
|
int Max_linear_depth_objects = 20;
|
||||||
|
|
Loading…
Reference in a new issue