diff options
author | Tony J. White <tjw@tjw.org> | 2007-03-02 21:27:39 +0000 |
---|---|---|
committer | Tony J. White <tjw@tjw.org> | 2007-03-02 21:27:39 +0000 |
commit | 947db08cf2a2ce2016d1bf2d13866cffb8f147f5 (patch) | |
tree | 086672c53cc89edc4cd5d526ea03189433435941 /src/ui/ui_main.c | |
parent | dd0264cd747c7aa6d2c5f9abc0d65a2741c225cd (diff) |
* (bug 3043) adds cg_bounceParticles which defaults to 0 on all but the
highest built-in graphic setting. When set to 0, particles
don't use bounce off anything and therefore their movement
doesn't require trace calls. This gives a significant frame
rate boost in many situations.
Diffstat (limited to 'src/ui/ui_main.c')
-rw-r--r-- | src/ui/ui_main.c | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/src/ui/ui_main.c b/src/ui/ui_main.c index aadad4fa..a4016388 100644 --- a/src/ui/ui_main.c +++ b/src/ui/ui_main.c @@ -3769,6 +3769,7 @@ static void UI_Update(const char *name) { trap_Cvar_SetValue( "r_inGameVideo", 1 ); trap_Cvar_SetValue( "cg_shadows", 1 ); trap_Cvar_SetValue( "cg_brassTime", 2500 ); + trap_Cvar_SetValue( "cg_bounceParticles", 1 ); trap_Cvar_Set( "r_texturemode", "GL_LINEAR_MIPMAP_LINEAR" ); break; case 1: // normal @@ -3786,6 +3787,7 @@ static void UI_Update(const char *name) { trap_Cvar_SetValue( "cg_brassTime", 2500 ); trap_Cvar_Set( "r_texturemode", "GL_LINEAR_MIPMAP_LINEAR" ); trap_Cvar_SetValue( "cg_shadows", 0 ); + trap_Cvar_SetValue( "cg_bounceParticles", 0 ); break; case 2: // fast trap_Cvar_SetValue( "r_fullScreen", 1 ); @@ -3801,6 +3803,7 @@ static void UI_Update(const char *name) { trap_Cvar_SetValue( "r_fastSky", 1 ); trap_Cvar_SetValue( "r_inGameVideo", 0 ); trap_Cvar_SetValue( "cg_brassTime", 0 ); + trap_Cvar_SetValue( "cg_bounceParticles", 0 ); trap_Cvar_Set( "r_texturemode", "GL_LINEAR_MIPMAP_NEAREST" ); break; case 3: // fastest @@ -3817,6 +3820,7 @@ static void UI_Update(const char *name) { trap_Cvar_SetValue( "cg_brassTime", 0 ); trap_Cvar_SetValue( "r_fastSky", 1 ); trap_Cvar_SetValue( "r_inGameVideo", 0 ); + trap_Cvar_SetValue( "cg_bounceParticles", 0 ); trap_Cvar_Set( "r_texturemode", "GL_LINEAR_MIPMAP_NEAREST" ); break; } |