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Only generate some images/FBO when they are used #1233
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I'm not really a fan of the push to make every single renderer setting latched. Having to restart all the time is annoying both as a player who wants to experiment with settings, and when debugging. This should only be done if there are significant savings to be had (like not building 100 shader variants, or not building one that causes the shader compiler to error out). Does sky or fog support really impose a significant cost when not used? |
Actually skipping fog GLSL / image to be built / generated when disabled was dumb because disabling fog is a cheat, so no regular player can win anything at disabling it, because they should not be able to disable it. So I reverted that. For the sky, I really don't see the reason to build code that will not be used Disabling a feature that is not a cheat to do so has multiple benefits: better performance in game, faster GLSL compilation at game load, and less risk to hit a GLSL compilation failure because of something being unsupported and seeing the engine abort entirely. I don't find the need to restart on latched cvars change a big deal, and we can make it even less a deal by either implementing I still have one thought though, those images I disable like |
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LGTM. There's some bad spacing in the bloom commit |
GitHub probably messed-up the display, as I can find none. |
For example |
r_noFog
since the GLSL shader since shader is built conditionally after tr_shade: do not compile unused GLSL shaders #1228