diff --git a/src/engine/renderer/tr_mesh.cpp b/src/engine/renderer/tr_mesh.cpp index 8aefcda50b..9168c488a3 100644 --- a/src/engine/renderer/tr_mesh.cpp +++ b/src/engine/renderer/tr_mesh.cpp @@ -262,21 +262,8 @@ void R_AddMDVSurfaces( trRefEntity_t *ent ) personalModel = ( ent->e.renderfx & RF_THIRD_PERSON ) && tr.viewParms.portalLevel == 0; - if ( ent->e.renderfx & RF_WRAP_FRAMES ) - { - ent->e.frame %= tr.currentModel->mdv[ 0 ]->numFrames; - ent->e.oldframe %= tr.currentModel->mdv[ 0 ]->numFrames; - } - // compute LOD - if ( ent->e.renderfx & RF_FORCENOLOD ) - { - lod = 0; - } - else - { - lod = R_ComputeLOD( ent ); - } + lod = R_ComputeLOD( ent ); // Validate the frames so there is no chance of a crash. // This will write directly into the entity structure, so diff --git a/src/engine/renderer/tr_types.h b/src/engine/renderer/tr_types.h index e00a2cd016..d4a37e3e0d 100644 --- a/src/engine/renderer/tr_types.h +++ b/src/engine/renderer/tr_types.h @@ -52,7 +52,6 @@ using bool8_t = uint8_t; #define MAX_WEIGHTS 4 // GPU vertex skinning limit, never change this without rewriting many GLSL shaders // XreaL END -#define MAX_DLIGHTS 32 // can't be increased, because bit flags are used on surfaces #define MAX_ENTITIES MAX_REF_ENTITIES // RB: for compatibility // renderfx flags @@ -66,26 +65,18 @@ using bool8_t = uint8_t; // for lighting. This allows entities to sink into the floor // with their origin going solid, and allows all parts of a // player to get the same lighting -#define RF_WRAP_FRAMES 0x000080 // mod the model frames by the maxframes to allow continuous -// animation without needing to know the frame count -#define RF_FORCENOLOD 0x000400 -#define RF_SWAPCULL 0x000800 // swap CT_FRONT_SIDED and CT_BACK_SIDED +#define RF_SWAPCULL 0x000040 // swap CT_FRONT_SIDED and CT_BACK_SIDED // refdef flags #define RDF_NOWORLDMODEL ( 1 << 0 ) // used for player configuration screen -#define RDF_NOSHADOWS ( 1 << 1 ) // force renderer to use faster lighting only path -#define RDF_HYPERSPACE ( 1 << 2 ) // teleportation effect +#define RDF_HYPERSPACE ( 1 << 1 ) // teleportation effect // Rafael -#define RDF_SKYBOXPORTAL ( 1 << 3 ) - -//----(SA) -#define RDF_UNDERWATER ( 1 << 4 ) // so the renderer knows to use underwater fog when the player is underwater -#define RDF_DRAWINGSKY ( 1 << 5 ) +#define RDF_SKYBOXPORTAL ( 1 << 2 ) // XreaL BEGIN -#define RDF_NOCUBEMAP ( 1 << 7 ) // RB: don't use cubemaps -#define RDF_NOBLOOM ( 1 << 8 ) // RB: disable bloom. useful for HUD models +#define RDF_NOCUBEMAP ( 1 << 3 ) // RB: don't use cubemaps +#define RDF_NOBLOOM ( 1 << 4 ) // RB: disable bloom. useful for HUD models // XreaL END #define MAX_ALTSHADERS 64 // alternative shaders ('when ') – selection controlled from cgame