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Disabling PSSM feature to make sure we can fit the max. amount of terrain textures in Morrowind.esm in a single pass.
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3 changed files with 8 additions and 4 deletions
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@ -225,7 +225,10 @@ namespace MWGui
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mUnderwaterButton->setCaptionWithReplacing(Settings::Manager::getBool("underwater effect", "Water") ? "#{sOn}" : "#{sOff}");
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mShadowsTextureSize->setCaption (Settings::Manager::getString ("texture size", "Shadows"));
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mShadowsLargeDistance->setCaptionWithReplacing(Settings::Manager::getBool("split", "Shadows") ? "#{sOn}" : "#{sOff}");
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//mShadowsLargeDistance->setCaptionWithReplacing(Settings::Manager::getBool("split", "Shadows") ? "#{sOn}" : "#{sOff}");
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mShadowsLargeDistance->setCaptionWithReplacing("#{sOff}");
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mShadowsLargeDistance->setEnabled (false);
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mShadowsEnabledButton->setCaptionWithReplacing(Settings::Manager::getBool("enabled", "Shadows") ? "#{sOn}" : "#{sOff}");
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mActorShadows->setCaptionWithReplacing(Settings::Manager::getBool("actor shadows", "Shadows") ? "#{sOn}" : "#{sOff}");
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mStaticsShadows->setCaptionWithReplacing(Settings::Manager::getBool("statics shadows", "Shadows") ? "#{sOn}" : "#{sOff}");
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@ -33,8 +33,8 @@ void Shadows::recreate()
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// Split shadow maps are currently disabled because the terrain cannot cope with them
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// (Too many texture units) Solution would be a multi-pass terrain material
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bool split = Settings::Manager::getBool("split", "Shadows");
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//const bool split = false;
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//bool split = Settings::Manager::getBool("split", "Shadows");
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const bool split = false;
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sh::Factory::getInstance ().setGlobalSetting ("shadows", enabled && !split ? "true" : "false");
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sh::Factory::getInstance ().setGlobalSetting ("shadows_pssm", enabled && split ? "true" : "false");
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@ -153,7 +153,8 @@ namespace MWRender
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--freeTextureUnits;
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// colourmap
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--freeTextureUnits;
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freeTextureUnits -= 3; // shadow PSSM
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// shadow
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--freeTextureUnits;
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--freeTextureUnits; // caustics
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