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Commit 8dd80ed

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Adjust marking shaders for building
- Remove the hard-coded one for particles since the previous commit catches it. - Only build fog shaders if there is a fog.
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1 file changed

+8
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src/engine/renderer/tr_init.cpp

Lines changed: 8 additions & 13 deletions
Original file line numberDiff line numberDiff line change
@@ -1494,19 +1494,14 @@ ScreenshotCmd screenshotPNGRegistration("screenshotPNG", ssFormat_t::SSF_PNG, "p
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{
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R_SyncRenderThread();
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if ( r_lazyShaders.Get() == 1 ) {
1497-
// Particles
1498-
gl_genericShader->SetVertexSkinning( false );
1499-
gl_genericShader->SetVertexAnimation( false );
1500-
gl_genericShader->SetTCGenEnvironment( false );
1501-
gl_genericShader->SetTCGenLightmap( false );
1502-
gl_genericShader->SetDepthFade( true );
1503-
gl_genericShader->MarkProgramForBuilding( 0 );
1504-
1505-
// Fog is applied dynamically based on the surface's BBox, so build all of the q3 fog shaders here
1506-
for ( uint32_t i = 0; i < 3; i++ ) {
1507-
gl_fogQuake3Shader->SetVertexSkinning( i & 1 );
1508-
gl_fogQuake3Shader->SetVertexAnimation( i & 2 );
1509-
gl_fogQuake3Shader->MarkProgramForBuilding( 0 );
1497+
if ( tr.world->numFogs > 0 )
1498+
{
1499+
// Fog is applied dynamically based on the surface's BBox, so build all of the q3 fog shaders here
1500+
for ( uint32_t i = 0; i < 3; i++ ) {
1501+
gl_fogQuake3Shader->SetVertexSkinning( i & 1 );
1502+
gl_fogQuake3Shader->SetVertexAnimation( i & 2 );
1503+
gl_fogQuake3Shader->MarkProgramForBuilding( 0 );
1504+
}
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}
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for ( int i = 0; i < tr.numModels; i++ ) {

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