Disabling PSSM feature to make sure we can fit the max. amount of terrain textures in Morrowind.esm in a single pass.

actorid
scrawl 12 years ago
parent 3f4d8c08e4
commit 2c3719a6f5

@ -225,7 +225,10 @@ namespace MWGui
mUnderwaterButton->setCaptionWithReplacing(Settings::Manager::getBool("underwater effect", "Water") ? "#{sOn}" : "#{sOff}");
mShadowsTextureSize->setCaption (Settings::Manager::getString ("texture size", "Shadows"));
mShadowsLargeDistance->setCaptionWithReplacing(Settings::Manager::getBool("split", "Shadows") ? "#{sOn}" : "#{sOff}");
//mShadowsLargeDistance->setCaptionWithReplacing(Settings::Manager::getBool("split", "Shadows") ? "#{sOn}" : "#{sOff}");
mShadowsLargeDistance->setCaptionWithReplacing("#{sOff}");
mShadowsLargeDistance->setEnabled (false);
mShadowsEnabledButton->setCaptionWithReplacing(Settings::Manager::getBool("enabled", "Shadows") ? "#{sOn}" : "#{sOff}");
mActorShadows->setCaptionWithReplacing(Settings::Manager::getBool("actor shadows", "Shadows") ? "#{sOn}" : "#{sOff}");
mStaticsShadows->setCaptionWithReplacing(Settings::Manager::getBool("statics shadows", "Shadows") ? "#{sOn}" : "#{sOff}");

@ -33,8 +33,8 @@ void Shadows::recreate()
// Split shadow maps are currently disabled because the terrain cannot cope with them
// (Too many texture units) Solution would be a multi-pass terrain material
bool split = Settings::Manager::getBool("split", "Shadows");
//const bool split = false;
//bool split = Settings::Manager::getBool("split", "Shadows");
const bool split = false;
sh::Factory::getInstance ().setGlobalSetting ("shadows", enabled && !split ? "true" : "false");
sh::Factory::getInstance ().setGlobalSetting ("shadows_pssm", enabled && split ? "true" : "false");

@ -153,7 +153,8 @@ namespace MWRender
--freeTextureUnits;
// colourmap
--freeTextureUnits;
freeTextureUnits -= 3; // shadow PSSM
// shadow
--freeTextureUnits;
--freeTextureUnits; // caustics

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