r_refdef.stats.entities_triangles += counttriangles;
RSurf_CleanUp();
- if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
+ if (r_showcollisionbrushes.integer && r_view.showdebug && !skysurfaces && !depthonly)
R_DrawCollisionBrushes(r_refdef.worldentity);
- if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
+ if ((r_showtris.integer || r_shownormals.integer) && r_view.showdebug && !depthonly)
R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
}
// count this light in the r_speeds
r_refdef.stats.lights++;
- if (r_showshadowvolumes.integer && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
+ if (r_showshadowvolumes.integer && r_view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
{
// optionally draw visible shape of the shadow volumes
// for performance analysis by level designers
// optionally draw the illuminated areas
// for performance analysis by level designers
- if (r_showlighting.integer)
+ if (r_showlighting.integer && r_view.showdebug)
{
R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
for (i = 0;i < numlightentities_noselfshadow;i++)
// optionally draw the illuminated areas
// for performance analysis by level designers
- if (r_showlighting.integer)
+ if (r_showlighting.integer && r_view.showdebug)
{
R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
if (numsurfaces)
// optionally draw the illuminated areas
// for performance analysis by level designers
- if (r_showlighting.integer)
+ if (r_showlighting.integer && r_view.showdebug)
{
R_Shadow_RenderMode_VisibleLighting(false, false);
if (numsurfaces)