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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
369 B
C
18 lines
369 B
C
#pragma once
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#include "cvardef.h"
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#define CVAR_TO_BOOL( x ) ((x) && ((x)->value != 0.0f) ? true : false )
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void VK_LoadCvars( void );
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#define DECLARE_CVAR(X) \
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X(r_lighting_modulate) \
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X(cl_lightstyle_lerping) \
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X(vk_rtx_bounces) \
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X(vk_rtx_prev_frame_blend_factor) \
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#define EXTERN_CVAR(cvar) extern cvar_t *cvar;
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DECLARE_CVAR(EXTERN_CVAR)
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#undef EXTERN_CVAR
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