diff --git a/ref_gl/gl_opengl.c b/ref_gl/gl_opengl.c index 1199478e..885ea5b3 100644 --- a/ref_gl/gl_opengl.c +++ b/ref_gl/gl_opengl.c @@ -838,25 +838,25 @@ void GL_InitCommands( void ) r_detailtextures = gEngfuncs.Cvar_Get( "r_detailtextures", "1", FCVAR_ARCHIVE, "enable detail textures support" ); r_lockpvs = gEngfuncs.Cvar_Get( "r_lockpvs", "0", FCVAR_CHEAT, "lockpvs area at current point (pvs test)" ); r_lockfrustum = gEngfuncs.Cvar_Get( "r_lockfrustum", "0", FCVAR_CHEAT, "lock frustrum area at current point (cull test)" ); - r_traceglow = gEngfuncs.Cvar_Get( "r_traceglow", "1", FCVAR_ARCHIVE, "cull flares behind models" ); + r_traceglow = gEngfuncs.Cvar_Get( "r_traceglow", "1", FCVAR_GLCONFIG, "cull flares behind models" ); gl_extensions = gEngfuncs.Cvar_Get( "gl_allow_extensions", "1", FCVAR_GLCONFIG|FCVAR_READ_ONLY, "allow gl_extensions" ); - gl_texture_nearest = gEngfuncs.Cvar_Get( "gl_texture_nearest", "0", FCVAR_ARCHIVE, "disable texture filter" ); - gl_lightmap_nearest = gEngfuncs.Cvar_Get( "gl_lightmap_nearest", "0", FCVAR_ARCHIVE, "disable lightmap filter" ); - gl_check_errors = gEngfuncs.Cvar_Get( "gl_check_errors", "1", FCVAR_ARCHIVE, "ignore video engine errors" ); - gl_texture_anisotropy = gEngfuncs.Cvar_Get( "gl_anisotropy", "8", FCVAR_ARCHIVE, "textures anisotropic filter" ); - gl_texture_lodbias = gEngfuncs.Cvar_Get( "gl_texture_lodbias", "0.0", FCVAR_ARCHIVE, "LOD bias for mipmapped textures (perfomance|quality)" ); - gl_keeptjunctions = gEngfuncs.Cvar_Get( "gl_keeptjunctions", "1", FCVAR_ARCHIVE, "removing tjuncs causes blinking pixels" ); - gl_finish = gEngfuncs.Cvar_Get( "gl_finish", "0", FCVAR_ARCHIVE, "use glFinish instead of glFlush" ); - gl_nosort = gEngfuncs.Cvar_Get( "gl_nosort", "0", FCVAR_ARCHIVE, "disable sorting of translucent surfaces" ); + gl_texture_nearest = gEngfuncs.Cvar_Get( "gl_texture_nearest", "0", FCVAR_GLCONFIG, "disable texture filter" ); + gl_lightmap_nearest = gEngfuncs.Cvar_Get( "gl_lightmap_nearest", "0", FCVAR_GLCONFIG, "disable lightmap filter" ); + gl_check_errors = gEngfuncs.Cvar_Get( "gl_check_errors", "1", FCVAR_GLCONFIG, "ignore video engine errors" ); + gl_texture_anisotropy = gEngfuncs.Cvar_Get( "gl_anisotropy", "8", FCVAR_GLCONFIG, "textures anisotropic filter" ); + gl_texture_lodbias = gEngfuncs.Cvar_Get( "gl_texture_lodbias", "0.0", FCVAR_GLCONFIG, "LOD bias for mipmapped textures (perfomance|quality)" ); + gl_keeptjunctions = gEngfuncs.Cvar_Get( "gl_keeptjunctions", "1", FCVAR_GLCONFIG, "removing tjuncs causes blinking pixels" ); + gl_finish = gEngfuncs.Cvar_Get( "gl_finish", "0", FCVAR_GLCONFIG, "use glFinish instead of glFlush" ); + gl_nosort = gEngfuncs.Cvar_Get( "gl_nosort", "0", FCVAR_GLCONFIG, "disable sorting of translucent surfaces" ); gl_test = gEngfuncs.Cvar_Get( "gl_test", "0", 0, "engine developer cvar for quick testing new features" ); - gl_wireframe = gEngfuncs.Cvar_Get( "gl_wireframe", "0", FCVAR_ARCHIVE|FCVAR_SPONLY, "show wireframe overlay" ); - gl_msaa = gEngfuncs.Cvar_Get( "gl_msaa", "1", FCVAR_ARCHIVE, "enable or disable multisample anti-aliasing" ); + gl_wireframe = gEngfuncs.Cvar_Get( "gl_wireframe", "0", FCVAR_GLCONFIG|FCVAR_SPONLY, "show wireframe overlay" ); + gl_msaa = gEngfuncs.Cvar_Get( "gl_msaa", "1", FCVAR_GLCONFIG, "enable or disable multisample anti-aliasing" ); gl_stencilbits = gEngfuncs.Cvar_Get( "gl_stencilbits", "8", FCVAR_GLCONFIG|FCVAR_READ_ONLY, "pixelformat stencil bits (0 - auto)" ); gl_round_down = gEngfuncs.Cvar_Get( "gl_round_down", "2", FCVAR_GLCONFIG|FCVAR_READ_ONLY, "round texture sizes to nearest POT value" ); // these cvar not used by engine but some mods requires this - gl_polyoffset = gEngfuncs.Cvar_Get( "gl_polyoffset", "2.0", FCVAR_ARCHIVE, "polygon offset for decals" ); + gl_polyoffset = gEngfuncs.Cvar_Get( "gl_polyoffset", "2.0", FCVAR_GLCONFIG, "polygon offset for decals" ); // make sure gl_vsync is checked after vid_restart SetBits( gl_vsync->flags, FCVAR_CHANGED ); diff --git a/ref_gl/gl_studio.c b/ref_gl/gl_studio.c index efd8f6ae..5155ef00 100644 --- a/ref_gl/gl_studio.c +++ b/ref_gl/gl_studio.c @@ -148,8 +148,8 @@ R_StudioInit */ void R_StudioInit( void ) { - r_studio_sort_textures = gEngfuncs.Cvar_Get( "r_studio_sort_textures", "0", FCVAR_ARCHIVE, "change draw order for additive meshes" ); - r_studio_drawelements = gEngfuncs.Cvar_Get( "r_studio_drawelements", "1", FCVAR_ARCHIVE, "use glDrawElements for studiomodels" ); + r_studio_sort_textures = gEngfuncs.Cvar_Get( "r_studio_sort_textures", "0", FCVAR_GLCONFIG, "change draw order for additive meshes" ); + r_studio_drawelements = gEngfuncs.Cvar_Get( "r_studio_drawelements", "1", FCVAR_GLCONFIG, "use glDrawElements for studiomodels" ); Matrix3x4_LoadIdentity( g_studio.rotationmatrix ); diff --git a/ref_soft/r_main.c b/ref_soft/r_main.c index dd09e5d1..829304ef 100644 --- a/ref_soft/r_main.c +++ b/ref_soft/r_main.c @@ -1915,8 +1915,6 @@ qboolean GAME_EXPORT R_Init( void ) RETRIEVE_ENGINE_SHARED_CVAR_LIST(); - r_fullbright = gEngfuncs.Cvar_Get( "r_fullbright", "0", FCVAR_CHEAT, "disable lightmaps, get fullbright for entities" ); - // sw_aliasstats = ri.Cvar_Get ("sw_polymodelstats", "0", 0); // sw_allow_modex = ri.Cvar_Get( "sw_allow_modex", "1", CVAR_ARCHIVE ); sw_clearcolor = gEngfuncs.Cvar_Get ("sw_clearcolor", "48999", 0, "screen clear color"); @@ -1933,7 +1931,7 @@ qboolean GAME_EXPORT R_Init( void ) sw_waterwarp = gEngfuncs.Cvar_Get ("sw_waterwarp", "1", FCVAR_GLCONFIG, "nothing"); sw_notransbrushes = gEngfuncs.Cvar_Get( "sw_notransbrushes", "0", FCVAR_GLCONFIG, "do not apply transparency to water/glasses (faster)"); sw_noalphabrushes = gEngfuncs.Cvar_Get( "sw_noalphabrushes", "0", FCVAR_GLCONFIG, "do not draw brush holes (faster)"); - r_traceglow = gEngfuncs.Cvar_Get( "r_traceglow", "1", FCVAR_ARCHIVE, "cull flares behind models" ); + r_traceglow = gEngfuncs.Cvar_Get( "r_traceglow", "1", FCVAR_GLCONFIG, "cull flares behind models" ); #ifndef DISABLE_TEXFILTER sw_texfilt = gEngfuncs.Cvar_Get ("sw_texfilt", "0", FCVAR_GLCONFIG, "texture dither"); #endif