cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
cvar_t r_useportalculling = {0, "r_useportalculling", "1", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"};
+cvar_t r_usesurfaceculling = {0, "r_usesurfaceculling", "1", "improve framerate by culling offscreen surfaces"};
cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
/*
}
}
}
+
+ if (r_usesurfaceculling.integer)
+ {
+ int k = model->firstmodelsurface;
+ int l = k + model->nummodelsurfaces;
+ unsigned char *visible = r_refdef.viewcache.world_surfacevisible;
+ msurface_t *surfaces = model->data_surfaces;
+ msurface_t *surface;
+ for (;k < l;k++)
+ {
+ if (visible[k])
+ {
+ surface = surfaces + k;
+ if (R_CullBox(surface->mins, surface->maxs))
+ visible[k] = false;
+ }
+ }
+}
}
void R_Q1BSP_DrawSky(entity_render_t *ent)
Cvar_RegisterVariable(&r_lockpvs);
Cvar_RegisterVariable(&r_lockvisibility);
Cvar_RegisterVariable(&r_useportalculling);
+ Cvar_RegisterVariable(&r_usesurfaceculling);
Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");