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Remove buggy part of r_separateMaterialPerShader
r_separateMaterialPerShader does two separate things. This one I am removing doesn't work right and breaks many maps. The other part (for not merging uniform data) is fine and has uncovered bugs.
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2 files changed

+1
-6
lines changed

2 files changed

+1
-6
lines changed

src/engine/renderer/Material.h

Lines changed: 0 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -155,11 +155,6 @@ struct Material {
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std::vector<Texture*> textures;
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bool operator==( const Material& other ) {
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if ( r_materialSeparatePerShader.Get() )
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{
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return refStage == other.refStage;
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}
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return program == other.program && stateBits == other.stateBits
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&& fog == other.fog && cullType == other.cullType && usePolygonOffset == other.usePolygonOffset;
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}

src/engine/renderer/tr_init.cpp

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Original file line numberDiff line numberDiff line change
@@ -97,7 +97,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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Cvar::Cvar<bool> r_gpuFrustumCulling( "r_gpuFrustumCulling", "Use frustum culling on the GPU for the Material System", Cvar::NONE, true );
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Cvar::Cvar<bool> r_gpuOcclusionCulling( "r_gpuOcclusionCulling", "Use occlusion culling on the GPU for the Material System", Cvar::NONE, false );
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Cvar::Cvar<bool> r_materialSystemSkip( "r_materialSystemSkip", "Temporarily skip Material System rendering, using only core renderer instead", Cvar::NONE, false );
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Cvar::Cvar<bool> r_materialSeparatePerShader("r_materialSeparatePerShader", "generate a material for every q3shader stage (to debug merging)", Cvar::NONE, false);
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Cvar::Cvar<bool> r_materialSeparatePerShader("r_materialSeparatePerShader", "store separate material uniforms for every q3shader stage (to debug merging)", Cvar::NONE, false);
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cvar_t *r_lightStyles;
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cvar_t *r_exportTextures;
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cvar_t *r_heatHaze;

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