diff --git a/renderer.cpp b/renderer.cpp index 42f67f3b..c434e1d4 100644 --- a/renderer.cpp +++ b/renderer.cpp @@ -571,7 +571,7 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode) Timer::subsystem.gfx_shadows.start(); Render_pass(vp, rendermode::shadows); - if (!FreeFlyModeFlag) + if (!FreeFlyModeFlag && Global.render_cab) Render_pass(vp, rendermode::cabshadows); setup_pass(vp, m_renderpass, Mode); // restore draw mode. TBD, TODO: render mode stack @@ -644,7 +644,7 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode) // without rain/snow we can render the cab early to limit the overdraw // precipitation happens when overcast is in 1-2 range - if (!FreeFlyModeFlag && Global.Overcast <= 1.0f) + if (!FreeFlyModeFlag && Global.Overcast <= 1.0f && Global.render_cab) { glDebug("render cab opaque"); if (Global.gfx_shadowmap_enabled) @@ -672,7 +672,7 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode) Render_precipitation(); // cab render - if (false == FreeFlyModeFlag) + if (false == FreeFlyModeFlag && Global.render_cab) { glDebug("render translucent cab"); model_ubs.future = glm::mat4(); @@ -2280,8 +2280,6 @@ bool opengl_renderer::Render(TDynamicObject *Dynamic) // rendering kabiny gdy jest oddzielnym modelem i ma byc wyswietlana bool opengl_renderer::Render_cab(TDynamicObject const *Dynamic, float const Lightlevel, bool const Alpha) { - if (!Global.render_cab) - return false; if (Dynamic == nullptr) {