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ref_soft: add some cvars to GLCONFIG, so they would be saved into ref_soft.cfg and fix UB in cast

pull/2/head
Alibek Omarov 5 years ago
parent
commit
b81345f063
  1. 14
      r_main.c
  2. 2
      r_studio.c

14
r_main.c

@ -1933,7 +1933,6 @@ qboolean GAME_EXPORT R_Init( void )
r_drawentities = gEngfuncs.Cvar_Get( "r_drawentities", "1", FCVAR_CHEAT, "render entities" ); r_drawentities = gEngfuncs.Cvar_Get( "r_drawentities", "1", FCVAR_CHEAT, "render entities" );
vid_brightness = gEngfuncs.pfnGetCvarPointer( "brightness", 0 ); vid_brightness = gEngfuncs.pfnGetCvarPointer( "brightness", 0 );
r_fullbright = gEngfuncs.Cvar_Get( "r_fullbright", "0", FCVAR_CHEAT, "disable lightmaps, get fullbright for entities" ); r_fullbright = gEngfuncs.Cvar_Get( "r_fullbright", "0", FCVAR_CHEAT, "disable lightmaps, get fullbright for entities" );
sw_mipcap = gEngfuncs.Cvar_Get( "r_fullbright", "0", FCVAR_CHEAT, "disable lightmaps, get fullbright for entities" );
r_dynamic = gEngfuncs.Cvar_Get( "r_dynamic", "1", FCVAR_ARCHIVE, "allow dynamic lighting (dlights, lightstyles)" ); r_dynamic = gEngfuncs.Cvar_Get( "r_dynamic", "1", FCVAR_ARCHIVE, "allow dynamic lighting (dlights, lightstyles)" );
r_lightmap = gEngfuncs.Cvar_Get( "r_lightmap", "0", FCVAR_CHEAT, "lightmap debugging tool" ); r_lightmap = gEngfuncs.Cvar_Get( "r_lightmap", "0", FCVAR_CHEAT, "lightmap debugging tool" );
@ -1945,17 +1944,18 @@ qboolean GAME_EXPORT R_Init( void )
sw_draworder = gEngfuncs.Cvar_Get ("sw_draworder", "0", 0, ""); sw_draworder = gEngfuncs.Cvar_Get ("sw_draworder", "0", 0, "");
sw_maxedges = gEngfuncs.Cvar_Get ("sw_maxedges", "32", 0, ""); sw_maxedges = gEngfuncs.Cvar_Get ("sw_maxedges", "32", 0, "");
sw_maxsurfs = gEngfuncs.Cvar_Get ("sw_maxsurfs", "0", 0, ""); sw_maxsurfs = gEngfuncs.Cvar_Get ("sw_maxsurfs", "0", 0, "");
sw_mipscale = gEngfuncs.Cvar_Get ("sw_mipscale", "1", 0, ""); sw_mipscale = gEngfuncs.Cvar_Get ("sw_mipscale", "1", FCVAR_GLCONFIG, "nothing");
sw_mipcap = gEngfuncs.Cvar_Get( "sw_mipcap", "0", FCVAR_GLCONFIG, "nothing" );
sw_reportedgeout = gEngfuncs.Cvar_Get ("sw_reportedgeout", "0", 0, ""); sw_reportedgeout = gEngfuncs.Cvar_Get ("sw_reportedgeout", "0", 0, "");
sw_reportsurfout = gEngfuncs.Cvar_Get ("sw_reportsurfout", "0", 0, ""); sw_reportsurfout = gEngfuncs.Cvar_Get ("sw_reportsurfout", "0", 0, "");
sw_stipplealpha = gEngfuncs.Cvar_Get( "sw_stipplealpha", "1", FCVAR_ARCHIVE, "" ); sw_stipplealpha = gEngfuncs.Cvar_Get( "sw_stipplealpha", "1", FCVAR_GLCONFIG, "nothing" );
sw_surfcacheoverride = gEngfuncs.Cvar_Get ("sw_surfcacheoverride", "0", 0, ""); sw_surfcacheoverride = gEngfuncs.Cvar_Get ("sw_surfcacheoverride", "0", 0, "");
sw_waterwarp = gEngfuncs.Cvar_Get ("sw_waterwarp", "1", 0, ""); sw_waterwarp = gEngfuncs.Cvar_Get ("sw_waterwarp", "1", FCVAR_GLCONFIG, "nothing");
sw_notransbrushes = gEngfuncs.Cvar_Get( "sw_notransbrushes", "0", FCVAR_ARCHIVE, "do not apply transparency to water/glasses (faster)"); 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_ARCHIVE, "do not draw brush holes (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_ARCHIVE, "cull flares behind models" );
#ifndef DISABLE_TEXFILTER #ifndef DISABLE_TEXFILTER
sw_texfilt = gEngfuncs.Cvar_Get ("sw_texfilt", "0", 0, "texture dither"); sw_texfilt = gEngfuncs.Cvar_Get ("sw_texfilt", "0", FCVAR_GLCONFIG, "texture dither");
#endif #endif
//r_lefthand = ri.Cvar_Get( "hand", "0", FCVAR_USERINFO | FCVAR_ARCHIVE ); //r_lefthand = ri.Cvar_Get( "hand", "0", FCVAR_USERINFO | FCVAR_ARCHIVE );
// r_speeds = ri.Cvar_Get ("r_speeds", "0", 0); // r_speeds = ri.Cvar_Get ("r_speeds", "0", 0);

2
r_studio.c

@ -2880,7 +2880,7 @@ void R_StudioRenderFinal( void )
{ {
for( i = 0; i < m_pStudioHeader->numbodyparts; i++ ) for( i = 0; i < m_pStudioHeader->numbodyparts; i++ )
{ {
R_StudioSetupModel( i, (void*)&m_pBodyPart, (void*)&m_pSubModel ); R_StudioSetupModel( i, (void**)&m_pBodyPart, (void**)&m_pSubModel );
GL_StudioSetRenderMode( rendermode ); GL_StudioSetRenderMode( rendermode );
R_StudioDrawPoints(); R_StudioDrawPoints();

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