mirror of
https://github.com/w23/xash3d-fwgs
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ad7b210228
use bsp/pvs-based visibility data for acceleration: + fps 5 -> 60 - correctness: some areas have too many lights, which ends up culling visible ones too also fix shadow artefacts
18 lines
739 B
C
18 lines
739 B
C
#include "vk_cvar.h"
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#include "vk_common.h"
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#define NONEXTERN_CVAR(cvar) cvar_t *cvar;
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DECLARE_CVAR(NONEXTERN_CVAR)
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#undef NONEXTERN_CVAR
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static cvar_t *r_drawentities;
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void VK_LoadCvars( void )
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{
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r_lighting_modulate = gEngine.Cvar_Get( "r_lighting_modulate", "0.6", FCVAR_ARCHIVE, "lightstyles modulate scale" );
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cl_lightstyle_lerping = gEngine.pfnGetCvarPointer( "cl_lightstyle_lerping", 0 );
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r_drawentities = gEngine.pfnGetCvarPointer( "r_drawentities", 0 );
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vk_rtx_bounces = gEngine.Cvar_Get( "vk_rtx_bounces", "2", FCVAR_ARCHIVE, "RTX path tracing ray bounces" );
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vk_rtx_prev_frame_blend_factor = gEngine.Cvar_Get("vk_rtx_prev_frame_blend_factor", "0.1", FCVAR_ARCHIVE, "RTX path tracer ghetto temporal denoiser strength");
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}
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