Fixed character lighting.

This commit is contained in:
Justin Marshall
2026-05-29 20:51:04 -07:00
parent 8c147eb9dd
commit 5dc650a63b
+1 -1
View File
@@ -67,7 +67,7 @@ idCVar r_useShadowSurfaceScissor( "r_useShadowSurfaceScissor", "1", CVAR_RENDERE
idCVar r_useInteractionTable( "r_useInteractionTable", "1", CVAR_RENDERER | CVAR_BOOL, "create a full entityDefs * lightDefs table to make finding interactions faster" );
idCVar r_useTurboShadow( "r_useTurboShadow", "1", CVAR_RENDERER | CVAR_BOOL, "use the infinite projection with W technique for dynamic shadows" );
idCVar r_useTwoSidedStencil( "r_useTwoSidedStencil", "1", CVAR_RENDERER | CVAR_BOOL, "do stencil shadows in one pass with different ops on each side" );
idCVar r_useDeferredTangents( "r_useDeferredTangents", "1", CVAR_RENDERER | CVAR_BOOL, "defer tangents calculations after deform" );
idCVar r_useDeferredTangents( "r_useDeferredTangents", "0", CVAR_RENDERER | CVAR_BOOL, "defer tangents calculations after deform" );
idCVar r_useCachedDynamicModels( "r_useCachedDynamicModels", "1", CVAR_RENDERER | CVAR_BOOL, "cache snapshots of dynamic models" );
idCVar r_useVertexBuffers( "r_useVertexBuffers", "1", CVAR_RENDERER | CVAR_INTEGER, "use ARB_vertex_buffer_object for vertexes", 0, 1, idCmdSystem::ArgCompletion_Integer<0,1> );