Update ToGLES( fix occlusion query and other small things )

This commit is contained in:
nillerusr
2022-01-09 19:32:21 +03:00
parent d651c2b38d
commit ead7bfc155
17 changed files with 373 additions and 266 deletions

View File

@@ -1872,7 +1872,12 @@ void CMaterialSystem::ReadConfigFromConVars( MaterialSystem_Config_t *pConfig )
pConfig->m_fGammaTVExponent = mat_monitorgamma_tv_exp.GetFloat();
pConfig->m_bGammaTVEnabled = mat_monitorgamma_tv_enabled.GetBool();
#ifdef TOGLES
pConfig->m_nAASamples = 0;
#else
pConfig->m_nAASamples = mat_antialias.GetInt();
#endif
pConfig->m_nAAQuality = mat_aaquality.GetInt();
pConfig->bShowDiffuse = mat_diffuse.GetInt() ? true : false;
// pConfig->bAllowCheats = false; // hack

View File

@@ -160,13 +160,16 @@ static FILE *GetDebugFileHandle( void )
#ifdef DX_TO_GL_ABSTRACTION
// mat_autoload_glshaders instructs the engine to load a cached shader table at startup
// it will try for glshaders.cfg first, then fall back to glbaseshaders.cfg if not found
ConVar mat_autoload_glshaders( "mat_autoload_glshaders", "1" );
// mat_autosave_glshaders instructs the engine to save out the shader table at key points
// to the filename glshaders.cfg
//
ConVar mat_autosave_glshaders( "mat_autosave_glshaders", "1" );
#ifdef ANDROID
ConVar mat_autosave_glshaders( "mat_autosave_glshaders", "0" );
ConVar mat_autoload_glshaders( "mat_autoload_glshaders", "0" );
#else
ConVar mat_autosave_glshaders( "mat_autosave_glshaders", "1" );
ConVar mat_autoload_glshaders( "mat_autoload_glshaders", "1" );
#endif
#endif
//-----------------------------------------------------------------------------