static void InitRenderer() { TIMER(L"InitRenderer"); if(g_NoGLS3TC) ogl_tex_override(OGL_TEX_S3TC, OGL_TEX_DISABLE); if(g_NoGLAutoMipmap) ogl_tex_override(OGL_TEX_AUTO_MIPMAP_GEN, OGL_TEX_DISABLE); // create renderer new CRenderer; // set renderer options from command line options - NOVBO must be set before opening the renderer g_Renderer.SetOptionBool(CRenderer::OPT_NOVBO, g_NoGLVBO); g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS, g_Shadows); g_Renderer.SetOptionBool(CRenderer::OPT_WATERNORMAL, g_WaterNormal); g_Renderer.SetOptionBool(CRenderer::OPT_WATERREALDEPTH, g_WaterRealDepth); g_Renderer.SetOptionBool(CRenderer::OPT_WATERFOAM, g_WaterFoam); g_Renderer.SetOptionBool(CRenderer::OPT_WATERCOASTALWAVES, g_WaterCoastalWaves); g_Renderer.SetOptionBool(CRenderer::OPT_WATERREFLECTION, g_WaterRefraction); g_Renderer.SetOptionBool(CRenderer::OPT_WATERREFRACTION, g_WaterReflection); g_Renderer.SetOptionBool(CRenderer::OPT_WATERSHADOW, g_WaterShadows); g_Renderer.SetRenderPath(CRenderer::GetRenderPathByName(g_RenderPath)); g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWPCF, g_ShadowPCF); g_Renderer.SetOptionBool(CRenderer::OPT_PARTICLES, g_Particles); g_Renderer.SetOptionBool(CRenderer::OPT_SILHOUETTES, g_Silhouettes); g_Renderer.SetOptionBool(CRenderer::OPT_SHOWSKY, g_ShowSky); // create terrain related stuff new CTerrainTextureManager; g_Renderer.Open(g_xres, g_yres); // Setup lighting environment. Since the Renderer accesses the // lighting environment through a pointer, this has to be done before // the first Frame. g_Renderer.SetLightEnv(&g_LightEnv); // I haven't seen the camera affecting GUI rendering and such, but the // viewport has to be updated according to the video mode SViewPort vp; vp.m_X = 0; vp.m_Y = 0; vp.m_Width = g_xres; vp.m_Height = g_yres; g_Renderer.SetViewport(vp); ColorActivateFastImpl(); ModelRenderer::Init(); }
static void InitRenderer() { TIMER(L"InitRenderer"); if(g_NoGLS3TC) ogl_tex_override(OGL_TEX_S3TC, OGL_TEX_DISABLE); if(g_NoGLAutoMipmap) ogl_tex_override(OGL_TEX_AUTO_MIPMAP_GEN, OGL_TEX_DISABLE); // create renderer new CRenderer; // set renderer options from command line options - NOVBO must be set before opening the renderer g_Renderer.SetOptionBool(CRenderer::OPT_NOVBO,g_NoGLVBO); g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS,g_Shadows); g_Renderer.SetOptionBool(CRenderer::OPT_FANCYWATER,g_FancyWater); g_Renderer.SetRenderPath(CRenderer::GetRenderPathByName(g_RenderPath)); g_Renderer.SetOptionFloat(CRenderer::OPT_LODBIAS, g_LodBias); g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWPCF, g_ShadowPCF); // create terrain related stuff new CTerrainTextureManager; // create the material manager new CMaterialManager; g_Renderer.Open(g_xres,g_yres); // Setup lighting environment. Since the Renderer accesses the // lighting environment through a pointer, this has to be done before // the first Frame. g_Renderer.SetLightEnv(&g_LightEnv); // I haven't seen the camera affecting GUI rendering and such, but the // viewport has to be updated according to the video mode SViewPort vp; vp.m_X=0; vp.m_Y=0; vp.m_Width=g_xres; vp.m_Height=g_yres; g_Renderer.SetViewport(vp); ColorActivateFastImpl(); ModelRenderer::Init(); }