NSRenderableEntity: Simplify RM_SOLID in RenderFXPass()

This commit is contained in:
Marco Cawthorne 2023-10-11 00:54:30 -07:00
parent 37eceb3677
commit 1bf829920f
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
1 changed files with 3 additions and 13 deletions

View File

@ -324,10 +324,7 @@ fields that the engine cares about
void
NSRenderableEntity::RenderFXPass(void)
{
vector vecPlayer;
int s = (float)getproperty(VF_ACTIVESEAT);
pSeat = &g_seats[s];
vecPlayer = pSeat->m_vecPredictedOrigin;
vector vecPlayer = g_view.GetCameraOrigin();
/* HACK: this tells our GLSL to render this masked */
//glowmod = [1.0,0.0,1.0];
@ -382,7 +379,8 @@ NSRenderableEntity::RenderFXPass(void)
break;
case RM_SOLID:
colormod = [1,1,1];
alpha = (m_flRenderAmt == 0.0) ? 0.0f : 1.0f;
alpha = 1.0f;
glowmod[0] = 0.5f;
break;
case RM_ADDITIVE:
effects = EF_ADDITIVE;
@ -513,13 +511,6 @@ NSRenderableEntity::RenderFXPass(void)
default:
break;
}
/* HACK: This marks this entity as alphatested in platform's defaultwall.glsl */
if (m_iRenderMode != RM_NORMAL) {
glowmod[0] = 0.5f;
} else {
glowmod[0] = 1.0f;
}
}
void
@ -1026,7 +1017,6 @@ NSRenderableEntity::HandleAnimEvent(float flTimeStamp, int iCode, string strData
Input(this, testInput, strData); /* no parms passed. */
tokenize(m_strModelEventCB); /* ensure argv() is 'rewound'... */
return;
}
}