Finally a fix for an old tenebrae problem
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Finally a fix for an old tenebrae problem
Anyone remember the old problem with tenebrae where the viewmodel would poke through walls and if you enabled depthtesting it broke shadows ?.
Well i fixed it
and its not even hard.
Open up the solution and search for R_ShouldDrawViewModel, this should pop up quite a few places.
then modify all of those instances to look like this
set the cvar gl_calcdepth to 1 as default and recompile the engine, lean back and enjoy tenebrae without this age old bug
.
Well i fixed it

Open up the solution and search for R_ShouldDrawViewModel, this should pop up quite a few places.
then modify all of those instances to look like this
- Code: Select all
if (R_ShouldDrawViewModel())
{
if (gl_calcdepth.value)
{
glDepthRange (gldepthmin, gldepthmin + 0.1f * (gldepthmax - gldepthmin));
}
R_DrawAliasObjectLight(&cl.viewent, R_DrawAliasBumped);
if (gl_calcdepth.value)
{
//Calc Depth - Eradicator
glDepthRange (gldepthmin, gldepthmax);
}
}
set the cvar gl_calcdepth to 1 as default and recompile the engine, lean back and enjoy tenebrae without this age old bug

Productivity is a state of mind.
-
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