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@ -838,25 +838,25 @@ void GL_InitCommands( void )
@@ -838,25 +838,25 @@ void GL_InitCommands( void )
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r_detailtextures = gEngfuncs.Cvar_Get( "r_detailtextures", "1", FCVAR_ARCHIVE, "enable detail textures support" ); |
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r_lockpvs = gEngfuncs.Cvar_Get( "r_lockpvs", "0", FCVAR_CHEAT, "lockpvs area at current point (pvs test)" ); |
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r_lockfrustum = gEngfuncs.Cvar_Get( "r_lockfrustum", "0", FCVAR_CHEAT, "lock frustrum area at current point (cull test)" ); |
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r_traceglow = gEngfuncs.Cvar_Get( "r_traceglow", "1", FCVAR_ARCHIVE, "cull flares behind models" ); |
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r_traceglow = gEngfuncs.Cvar_Get( "r_traceglow", "1", FCVAR_GLCONFIG, "cull flares behind models" ); |
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gl_extensions = gEngfuncs.Cvar_Get( "gl_allow_extensions", "1", FCVAR_GLCONFIG|FCVAR_READ_ONLY, "allow gl_extensions" ); |
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gl_texture_nearest = gEngfuncs.Cvar_Get( "gl_texture_nearest", "0", FCVAR_ARCHIVE, "disable texture filter" ); |
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gl_lightmap_nearest = gEngfuncs.Cvar_Get( "gl_lightmap_nearest", "0", FCVAR_ARCHIVE, "disable lightmap filter" ); |
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gl_check_errors = gEngfuncs.Cvar_Get( "gl_check_errors", "1", FCVAR_ARCHIVE, "ignore video engine errors" ); |
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gl_texture_anisotropy = gEngfuncs.Cvar_Get( "gl_anisotropy", "8", FCVAR_ARCHIVE, "textures anisotropic filter" ); |
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gl_texture_lodbias = gEngfuncs.Cvar_Get( "gl_texture_lodbias", "0.0", FCVAR_ARCHIVE, "LOD bias for mipmapped textures (perfomance|quality)" ); |
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gl_keeptjunctions = gEngfuncs.Cvar_Get( "gl_keeptjunctions", "1", FCVAR_ARCHIVE, "removing tjuncs causes blinking pixels" ); |
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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_texture_nearest = gEngfuncs.Cvar_Get( "gl_texture_nearest", "0", FCVAR_GLCONFIG, "disable texture filter" ); |
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gl_lightmap_nearest = gEngfuncs.Cvar_Get( "gl_lightmap_nearest", "0", FCVAR_GLCONFIG, "disable lightmap filter" ); |
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gl_check_errors = gEngfuncs.Cvar_Get( "gl_check_errors", "1", FCVAR_GLCONFIG, "ignore video engine errors" ); |
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gl_texture_anisotropy = gEngfuncs.Cvar_Get( "gl_anisotropy", "8", FCVAR_GLCONFIG, "textures anisotropic filter" ); |
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gl_texture_lodbias = gEngfuncs.Cvar_Get( "gl_texture_lodbias", "0.0", FCVAR_GLCONFIG, "LOD bias for mipmapped textures (perfomance|quality)" ); |
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gl_keeptjunctions = gEngfuncs.Cvar_Get( "gl_keeptjunctions", "1", FCVAR_GLCONFIG, "removing tjuncs causes blinking pixels" ); |
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gl_finish = gEngfuncs.Cvar_Get( "gl_finish", "0", FCVAR_GLCONFIG, "use glFinish instead of glFlush" ); |
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gl_nosort = gEngfuncs.Cvar_Get( "gl_nosort", "0", FCVAR_GLCONFIG, "disable sorting of translucent surfaces" ); |
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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_msaa = gEngfuncs.Cvar_Get( "gl_msaa", "1", FCVAR_ARCHIVE, "enable or disable multisample anti-aliasing" ); |
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gl_wireframe = gEngfuncs.Cvar_Get( "gl_wireframe", "0", FCVAR_GLCONFIG|FCVAR_SPONLY, "show wireframe overlay" ); |
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gl_msaa = gEngfuncs.Cvar_Get( "gl_msaa", "1", FCVAR_GLCONFIG, "enable or disable multisample anti-aliasing" ); |
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gl_stencilbits = gEngfuncs.Cvar_Get( "gl_stencilbits", "8", FCVAR_GLCONFIG|FCVAR_READ_ONLY, "pixelformat stencil bits (0 - auto)" ); |
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gl_round_down = gEngfuncs.Cvar_Get( "gl_round_down", "2", FCVAR_GLCONFIG|FCVAR_READ_ONLY, "round texture sizes to nearest POT value" ); |
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// these cvar not used by engine but some mods requires this
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gl_polyoffset = gEngfuncs.Cvar_Get( "gl_polyoffset", "2.0", FCVAR_ARCHIVE, "polygon offset for decals" ); |
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gl_polyoffset = gEngfuncs.Cvar_Get( "gl_polyoffset", "2.0", FCVAR_GLCONFIG, "polygon offset for decals" ); |
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// make sure gl_vsync is checked after vid_restart
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SetBits( gl_vsync->flags, FCVAR_CHANGED ); |
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