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@ -473,7 +473,7 @@ cvar_t r_noaliasshadows = CVARF ("r_noaliasshadows", "0", CVAR_ARCHIVE);
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cvar_t r_lodscale = CVARFD ("r_lodscale", "5", CVAR_ARCHIVE, "Scales the level-of-detail reduction on models (for those that have lod).");
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cvar_t r_lodbias = CVARFD ("r_lodbias", "0", CVAR_ARCHIVE, "Biases the level-of-detail on models (for those that have lod).");
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cvar_t r_shadows = CVARFD ("r_shadows", "0", CVAR_ARCHIVE, "Draw basic blob shadows underneath entities without using realtime lighting.");
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cvar_t r_showbboxes = CVARD("r_showbboxes", "0", "Debugging. Shows bounding boxes. 1=ssqc, 2=csqc. Red=solid, Green=stepping/toss/bounce, Blue=onground.");
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cvar_t r_showbboxes = CVARFD("r_showbboxes", "0", CVAR_CHEAT, "Debugging. Shows bounding boxes. 1=ssqc, 2=csqc. Red=solid, Green=stepping/toss/bounce, Blue=onground.");
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cvar_t r_showfields = CVARD("r_showfields", "0", "Debugging. Shows entity fields boxes (entity closest to crosshair). 1=ssqc, 2=csqc, 3=snapshots.");
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cvar_t r_showshaders = CVARD("r_showshaders", "0", "Debugging. Shows the name of the (worldmodel) shader being pointed to.");
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cvar_t r_lightprepass_cvar = CVARFD("r_lightprepass", "0", CVAR_ARCHIVE, "Experimental. Attempt to use a different lighting mechanism (aka: deferred lighting). Requires vid_reload to take effect.");
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