diff --git a/src/game/rendering_graph_node.c b/src/game/rendering_graph_node.c index 0ccccf44..f077c184 100644 --- a/src/game/rendering_graph_node.c +++ b/src/game/rendering_graph_node.c @@ -278,7 +278,7 @@ static void geo_process_level_of_detail(struct GraphNodeLevelOfDetail *node) { #endif if(CVarGetInteger("gDisableLOD", 0) == 1) { - node->minDistance = 0; + distanceFromCam = 0; } if (node->minDistance <= distanceFromCam && distanceFromCam < node->maxDistance) { diff --git a/src/port/ui/ImguiUI.cpp b/src/port/ui/ImguiUI.cpp index d81ffc7d..3935e75e 100644 --- a/src/port/ui/ImguiUI.cpp +++ b/src/port/ui/ImguiUI.cpp @@ -131,17 +131,15 @@ void DrawSettingsMenu(){ ImGui::SetCursorPosY(0.0f); if (ImGui::BeginMenu("Graphics")) { -#ifndef __APPLE__ +//#ifndef __APPLE__ UIWidgets::EnhancementSliderFloat("Internal Resolution: %d %%", "##IMul", "gInternalResolution", 0.5f, 2.0f, "", 1.0f, true); - UIWidgets::Tooltip("Multiplies your output resolution by the value inputted, as a more intensive but effective form of anti-aliasing"); - // OTRTODO: fix this - // LUS::SetResolutionMultiplier(CVarGetFloat("gInternalResolution", 1)); -#endif + UIWidgets::Tooltip("Multiplies your output resolution by the value inputted, as a more intensive but effective form of anti-aliasing"); + LUS::Context::GetInstance()->GetWindow()->SetResolutionMultiplier(CVarGetFloat("gInternalResolution", 1)); +//#endif #ifndef __WIIU__ UIWidgets::PaddedEnhancementSliderInt("MSAA: %d", "##IMSAA", "gMSAAValue", 1, 8, "", 1, true, true, false); UIWidgets::Tooltip("Activates multi-sample anti-aliasing when above 1x up to 8x for 8 samples for every pixel"); - // OTRTODO: fix this - // LUS::SetMSAALevel(CVarGetInteger("gMSAAValue", 1)); + LUS::Context::GetInstance()->GetWindow()->SetMsaaLevel(CVarGetInteger("gMSAAValue", 1)); #endif UIWidgets::Tooltip("Matches interpolation value to the current game's window refresh rate");