r_portal_recursions CVAR seems to be ignored

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Albertoni
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r_portal_recursions CVAR seems to be ignored

Post by Albertoni »

It is as the title says. I was messing around with portal experiments and I can't see further than the 4th portal. I can set the CVAR to 1, to 64, but it's always 4 recursions that get drawn. Any ideas?

I've looked into the source a bit, and I'm not good enough with C++ to understand what exactly line 71 here is doing: https://github.com/coelckers/gzdoom/blo ... al.cpp#L71
Followed it to the macro expansion and the class it then calls, but then I have zero idea what's going on. My fear is that calling it like that hardcodes the value so even the console can't change it.

I updated to the last version of GZDoom as of this post just to be sure. Running Win 10, NVidia 1050Ti GPU, some driver that's a few months old, though this all has pretty much zero chance to be the issue.
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phantombeta
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Re: r_portal_recursions CVAR seems to be ignored

Post by phantombeta »

That value is just the default value of the CVar. Which renderer are you using, and which backend?
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Rachael
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Re: r_portal_recursions CVAR seems to be ignored

Post by Rachael »

The CVAR is a misnomer. For the hardware renderer it's r_mirror_recursions that does exactly the same thing, except it's named differently.

r_portal_recursions only affects the software renderer.
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