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@ -809,7 +809,7 @@ void GL_InitCommands( void ) |
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gl_showtextures = gEngfuncs.pfnGetCvarPointer( "r_showtextures", 0 ); |
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gl_showtextures = gEngfuncs.pfnGetCvarPointer( "r_showtextures", 0 ); |
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gl_finish = gEngfuncs.Cvar_Get( "gl_finish", "0", FCVAR_ARCHIVE, "use glFinish instead of glFlush" ); |
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gl_finish = gEngfuncs.Cvar_Get( "gl_finish", "0", FCVAR_ARCHIVE, "use glFinish instead of glFlush" ); |
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gl_nosort = gEngfuncs.Cvar_Get( "gl_nosort", "0", FCVAR_ARCHIVE, "disable sorting of translucent surfaces" ); |
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gl_nosort = gEngfuncs.Cvar_Get( "gl_nosort", "0", FCVAR_ARCHIVE, "disable sorting of translucent surfaces" ); |
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gl_clear = gEngfuncs.Cvar_Get( "gl_clear", "0", FCVAR_ARCHIVE, "clearing screen after each frame" ); |
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gl_clear = gEngfuncs.pfnGetCvarPointer( "gl_clear", 0 ); |
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gl_test = gEngfuncs.Cvar_Get( "gl_test", "0", 0, "engine developer cvar for quick testing new features" ); |
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gl_test = gEngfuncs.Cvar_Get( "gl_test", "0", 0, "engine developer cvar for quick testing new features" ); |
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gl_wireframe = gEngfuncs.Cvar_Get( "gl_wireframe", "0", FCVAR_ARCHIVE|FCVAR_SPONLY, "show wireframe overlay" ); |
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gl_wireframe = gEngfuncs.Cvar_Get( "gl_wireframe", "0", FCVAR_ARCHIVE|FCVAR_SPONLY, "show wireframe overlay" ); |
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gl_msaa = gEngfuncs.Cvar_Get( "gl_msaa", "1", FCVAR_ARCHIVE, "enable or disable multisample anti-aliasing" ); |
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gl_msaa = gEngfuncs.Cvar_Get( "gl_msaa", "1", FCVAR_ARCHIVE, "enable or disable multisample anti-aliasing" ); |
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