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Doom 3 Carmack's Reverse
https://github.com/tmek/DOOM-3-BFG-VR/commit/244d9cb2f43fbb6d0d5d0f2b6f568b09fbaf2e85
renderer/tr_backend_draw.cpp
@@ -34,7 +34,7 @@
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idCVar r_drawEyeColor( "r_drawEyeColor", "0", CVAR_RENDERER | CVAR_BOOL, "Draw a colored box, red = left eye, blue = right eye, grey = non-stereo" );
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idCVar r_motionBlur( "r_motionBlur", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_ARCHIVE, "1 - 5, log2 of the number of motion blur samples" );
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idCVar r_forceZPassStencilShadows( "r_forceZPassStencilShadows", "0", CVAR_RENDERER | CVAR_BOOL, "force Z-pass rendering for performance testing" );
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-idCVar r_useStencilShadowPreload( "r_useStencilShadowPreload", "1", CVAR_RENDERER | CVAR_BOOL, "use stencil shadow preload algorithm instead of Z-fail" );
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+idCVar r_useStencilShadowPreload( "r_useStencilShadowPreload", "0", CVAR_RENDERER | CVAR_BOOL, "use stencil shadow preload algorithm instead of Z-fail" );
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idCVar r_skipShaderPasses( "r_skipShaderPasses", "0", CVAR_RENDERER | CVAR_BOOL, "" );
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idCVar r_skipInteractionFastPath( "r_skipInteractionFastPath", "1", CVAR_RENDERER | CVAR_BOOL, "" );
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idCVar r_useLightStencilSelect( "r_useLightStencilSelect", "0", CVAR_RENDERER | CVAR_BOOL, "use stencil select pass" );
@@ -1462,6 +1462,9 @@ static void RB_StencilShadowPass( const drawSurf_t *drawSurfs, const viewLight_t
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qglStencilOpSeparate( GL_BACK, GL_KEEP, GL_INCR, GL_INCR );
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} else {
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// Z-fail
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+ // LEITH: warning this is patented by Creative Labs in US (software patents are bad)
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+ qglStencilOpSeparate( GL_FRONT, GL_KEEP, GL_DECR, GL_KEEP );
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+ qglStencilOpSeparate( GL_BACK, GL_KEEP, GL_INCR, GL_KEEP );
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}
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