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cstrike: optimize flashbang

bullshit
nillerusr 1 year ago
parent
commit
b5d6051d98
  1. 10
      game/client/cstrike/cs_view_scene.cpp

10
game/client/cstrike/cs_view_scene.cpp

@ -152,13 +152,13 @@ void CCSViewRender::PerformNightVisionEffect( const CViewSetup &view )
render->ViewDrawFade( overlaycolor, pMaterial ); render->ViewDrawFade( overlaycolor, pMaterial );
// Only one pass in DX7. // Only one pass in DX7.
if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80 ) /* if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80 )
{ {
CMatRenderContextPtr pRenderContext( materials ); CMatRenderContextPtr pRenderContext( materials );
pRenderContext->DrawScreenSpaceQuad( pMaterial ); pRenderContext->DrawScreenSpaceQuad( pMaterial );
render->ViewDrawFade( overlaycolor, pMaterial ); render->ViewDrawFade( overlaycolor, pMaterial );
pRenderContext->DrawScreenSpaceQuad( pMaterial ); pRenderContext->DrawScreenSpaceQuad( pMaterial );
} }*/
} }
} }
} }
@ -211,6 +211,7 @@ void CCSViewRender::PerformFlashbangEffect( const CViewSetup &view )
render->ViewDrawFade( overlaycolor, pMaterial ); render->ViewDrawFade( overlaycolor, pMaterial );
// just do one pass for dxlevel < 80. // just do one pass for dxlevel < 80.
/*
if (g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80) if (g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80)
{ {
pRenderContext->DrawScreenSpaceRectangle( pMaterial, view.x, view.y, view.width, view.height, pRenderContext->DrawScreenSpaceRectangle( pMaterial, view.x, view.y, view.width, view.height,
@ -221,6 +222,7 @@ void CCSViewRender::PerformFlashbangEffect( const CViewSetup &view )
0, 0, m_pFlashTexture->GetActualWidth()-1, m_pFlashTexture->GetActualHeight()-1, 0, 0, m_pFlashTexture->GetActualWidth()-1, m_pFlashTexture->GetActualHeight()-1,
m_pFlashTexture->GetActualWidth(), m_pFlashTexture->GetActualHeight() ); m_pFlashTexture->GetActualWidth(), m_pFlashTexture->GetActualHeight() );
} }
*/
} }
else if ( m_pFlashTexture ) else if ( m_pFlashTexture )
{ {
@ -233,7 +235,7 @@ void CCSViewRender::PerformFlashbangEffect( const CViewSetup &view )
render->ViewDrawFade( overlaycolor, pMaterial ); render->ViewDrawFade( overlaycolor, pMaterial );
// just do one pass for dxlevel < 80. // just do one pass for dxlevel < 80.
if (g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80) /* if (g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80)
{ {
pRenderContext->DrawScreenSpaceRectangle( pMaterial, view.x, view.y, view.width, view.height, pRenderContext->DrawScreenSpaceRectangle( pMaterial, view.x, view.y, view.width, view.height,
0, 0, m_pFlashTexture->GetActualWidth()-1, m_pFlashTexture->GetActualHeight()-1, 0, 0, m_pFlashTexture->GetActualWidth()-1, m_pFlashTexture->GetActualHeight()-1,
@ -242,7 +244,7 @@ void CCSViewRender::PerformFlashbangEffect( const CViewSetup &view )
pRenderContext->DrawScreenSpaceRectangle( pMaterial, view.x, view.y, view.width, view.height, pRenderContext->DrawScreenSpaceRectangle( pMaterial, view.x, view.y, view.width, view.height,
0, 0, m_pFlashTexture->GetActualWidth()-1, m_pFlashTexture->GetActualHeight()-1, 0, 0, m_pFlashTexture->GetActualWidth()-1, m_pFlashTexture->GetActualHeight()-1,
m_pFlashTexture->GetActualWidth(), m_pFlashTexture->GetActualHeight() ); m_pFlashTexture->GetActualWidth(), m_pFlashTexture->GetActualHeight() );
} }*/
} }
// this does the pure white overlay part of the flashbang effect. // this does the pure white overlay part of the flashbang effect.

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