Move the gl cvars into gl.

That gets rid of the gl_overbrite_f clash. They were put in r_cvar for
saving to the config file, but that was before seta existed.
This commit is contained in:
Bill Currie 2012-02-22 22:08:47 +09:00
parent 65bd29353c
commit 772af29cb3
4 changed files with 90 additions and 100 deletions

View file

@ -126,6 +126,31 @@ cvar_t *gl_textures_bgra;
cvar_t *gl_vaelements_max;
cvar_t *gl_vector_light;
cvar_t *gl_screenshot_byte_swap;
cvar_t *gl_affinemodels;
cvar_t *gl_clear;
cvar_t *gl_conspin;
cvar_t *gl_constretch;
cvar_t *gl_dlight_polyblend;
cvar_t *gl_dlight_smooth;
cvar_t *gl_driver;
cvar_t *gl_fb_models;
cvar_t *gl_keeptjunctions;
cvar_t *gl_lerp_anim;
cvar_t *gl_lightmap_align;
cvar_t *gl_lightmap_subimage;
cvar_t *gl_nocolors;
cvar_t *gl_overbright;
cvar_t *gl_particle_mip;
cvar_t *gl_particle_size;
cvar_t *gl_picmip;
cvar_t *gl_playermip;
cvar_t *gl_reporttjunctions;
cvar_t *gl_sky_clip;
cvar_t *gl_sky_debug;
cvar_t *gl_sky_multipass;
cvar_t *gl_texsort;
cvar_t *gl_triplebuffer;
static cvar_t *vid_use8bit;
void gl_multitexture_f (cvar_t *var);
@ -319,6 +344,71 @@ GL_Common_Init_Cvars (void)
"limit, -1 disables use of vertex arrays.");
gl_vector_light = Cvar_Get ("gl_vector_light", "1", CVAR_NONE, NULL,
"Enable use of GL vector lighting. 0 = flat lighting.");
gl_affinemodels = Cvar_Get ("gl_affinemodels", "0", CVAR_ARCHIVE, NULL,
"Makes texture rendering quality better if "
"set to 1");
gl_clear = Cvar_Get ("gl_clear", "0", CVAR_NONE, NULL, "Set to 1 to make "
"background black. Useful for removing HOM effect");
gl_conspin = Cvar_Get ("gl_conspin", "0", CVAR_ARCHIVE, NULL,
"speed at which the console spins");
gl_constretch = Cvar_Get ("gl_constretch", "0", CVAR_ARCHIVE, NULL,
"toggle console between slide and stretch");
gl_dlight_polyblend = Cvar_Get ("gl_dlight_polyblend", "0", CVAR_ARCHIVE,
NULL, "Set to 1 to use a dynamic light "
"effect faster on GL");
gl_dlight_smooth = Cvar_Get ("gl_dlight_smooth", "1", CVAR_ARCHIVE, NULL,
"Smooth dynamic vertex lighting");
gl_fb_models = Cvar_Get ("gl_fb_models", "1", CVAR_ARCHIVE, NULL,
"Toggles fullbright color support for models");
gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions", "1", CVAR_ARCHIVE, NULL,
"Set to 0 to turn off colinear vertexes "
"upon level load.");
gl_lerp_anim = Cvar_Get ("gl_lerp_anim", "1", CVAR_ARCHIVE, NULL,
"Toggles model animation interpolation");
gl_driver = Cvar_Get ("gl_driver", GL_DRIVER, CVAR_ROM, NULL,
"The OpenGL library to use. (path optional)");
gl_lightmap_align = Cvar_Get ("gl_lightmap_align", "1", CVAR_NONE, NULL,
"Workaround for nvidia slow path. Set to 4 "
"or 16 if you have an nvidia 3d "
"accelerator, set to 1 otherwise.");
gl_lightmap_subimage = Cvar_Get ("gl_lightmap_subimage", "1", CVAR_NONE,
NULL, "Lightmap Update method. Default 2 "
"updates a minimum 'dirty rectangle' "
"around the area changed. 1 updates "
"every line that changed. 0 updates the "
"entire lightmap.");
gl_nocolors = Cvar_Get ("gl_nocolors", "0", CVAR_NONE, NULL,
"Set to 1, turns off all player colors");
gl_overbright = Cvar_Get ("gl_overbright", "0", CVAR_NONE,
gl_overbright_f, "Darken lightmaps so that "
"dynamic lights can be overbright. 1 = 0.75 "
"brightness, 2 = 0.5 brightness.");
gl_particle_mip = Cvar_Get ("gl_particle_mip", "0", CVAR_NONE, NULL,
"Toggles particle texture mipmapping.");
gl_particle_size = Cvar_Get ("gl_particle_size", "5", CVAR_NONE, NULL,
"Vertical and horizontal size of particle "
"textures as a power of 2. Default is 5 "
"(32 texel square).");
gl_picmip = Cvar_Get ("gl_picmip", "0", CVAR_NONE, NULL, "Dimensions of "
"textures. 0 is normal, 1 is half, 2 is 1/4");
gl_playermip = Cvar_Get ("gl_playermip", "0", CVAR_NONE, NULL,
"Detail of player skins. 0 best, 4 worst.");
gl_reporttjunctions = Cvar_Get ("gl_reporttjunctions", "0", CVAR_NONE,
NULL, "None");
gl_sky_clip = Cvar_Get ("gl_sky_clip", "2", CVAR_ARCHIVE, NULL,
"controls amount of sky overdraw");
gl_sky_debug = Cvar_Get ("gl_sky_debug", "0", CVAR_NONE, NULL,
"debugging `info' for sky clipping");
gl_sky_divide = Cvar_Get ("gl_sky_divide", "1", CVAR_ARCHIVE, NULL,
"subdivide sky polys");
gl_sky_multipass = Cvar_Get ("gl_sky_multipass", "1", CVAR_ARCHIVE, NULL,
"controls whether the skydome is single or "
"double pass");
gl_texsort = Cvar_Get ("gl_texsort", "1", CVAR_NONE, NULL, "None");
gl_triplebuffer = Cvar_Get ("gl_triplebuffer", "1", CVAR_ARCHIVE, NULL,
"Set to 1 by default. Fixes status bar "
"flicker on some hardware");
}
static void

View file

@ -61,11 +61,6 @@ static __attribute__ ((used)) const char rcsid[] = "$Id$";
mat4_t glsl_projection;
mat4_t glsl_view;
void
gl_overbright_f (cvar_t *var)
{
}
void
glsl_R_ViewChanged (float aspect)
{

View file

@ -55,31 +55,6 @@ cvar_t *crosshaircolor;
cvar_t *d_mipcap;
cvar_t *d_mipscale;
cvar_t *gl_affinemodels;
cvar_t *gl_clear;
cvar_t *gl_conspin;
cvar_t *gl_constretch;
cvar_t *gl_dlight_polyblend;
cvar_t *gl_dlight_smooth;
cvar_t *gl_driver;
cvar_t *gl_fb_models;
cvar_t *gl_keeptjunctions;
cvar_t *gl_lerp_anim;
cvar_t *gl_lightmap_align;
cvar_t *gl_lightmap_subimage;
cvar_t *gl_nocolors;
cvar_t *gl_overbright;
cvar_t *gl_particle_mip;
cvar_t *gl_particle_size;
cvar_t *gl_picmip;
cvar_t *gl_playermip;
cvar_t *gl_reporttjunctions;
cvar_t *gl_sky_clip;
cvar_t *gl_sky_debug;
cvar_t *gl_sky_multipass;
cvar_t *gl_texsort;
cvar_t *gl_triplebuffer;
cvar_t *r_aliasstats;
cvar_t *r_aliastransadj;
cvar_t *r_aliastransbase;
@ -247,71 +222,6 @@ R_Init_Cvars (void)
"Detail level. 0 is highest, 3 is lowest.");
d_mipscale = Cvar_Get ("d_mipscale", "1", CVAR_NONE, NULL, "Detail level "
"of objects. 0 is highest, 3 is lowest.");
gl_affinemodels = Cvar_Get ("gl_affinemodels", "0", CVAR_ARCHIVE, NULL,
"Makes texture rendering quality better if "
"set to 1");
gl_clear = Cvar_Get ("gl_clear", "0", CVAR_NONE, NULL, "Set to 1 to make "
"background black. Useful for removing HOM effect");
gl_conspin = Cvar_Get ("gl_conspin", "0", CVAR_ARCHIVE, NULL,
"speed at which the console spins");
gl_constretch = Cvar_Get ("gl_constretch", "0", CVAR_ARCHIVE, NULL,
"toggle console between slide and stretch");
gl_dlight_polyblend = Cvar_Get ("gl_dlight_polyblend", "0", CVAR_ARCHIVE,
NULL, "Set to 1 to use a dynamic light "
"effect faster on GL");
gl_dlight_smooth = Cvar_Get ("gl_dlight_smooth", "1", CVAR_ARCHIVE, NULL,
"Smooth dynamic vertex lighting");
gl_fb_models = Cvar_Get ("gl_fb_models", "1", CVAR_ARCHIVE, NULL,
"Toggles fullbright color support for models");
gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions", "1", CVAR_ARCHIVE, NULL,
"Set to 0 to turn off colinear vertexes "
"upon level load.");
gl_lerp_anim = Cvar_Get ("gl_lerp_anim", "1", CVAR_ARCHIVE, NULL,
"Toggles model animation interpolation");
gl_driver = Cvar_Get ("gl_driver", GL_DRIVER, CVAR_ROM, NULL,
"The OpenGL library to use. (path optional)");
gl_lightmap_align = Cvar_Get ("gl_lightmap_align", "1", CVAR_NONE, NULL,
"Workaround for nvidia slow path. Set to 4 "
"or 16 if you have an nvidia 3d "
"accelerator, set to 1 otherwise.");
gl_lightmap_subimage = Cvar_Get ("gl_lightmap_subimage", "1", CVAR_NONE,
NULL, "Lightmap Update method. Default 2 "
"updates a minimum 'dirty rectangle' "
"around the area changed. 1 updates "
"every line that changed. 0 updates the "
"entire lightmap.");
gl_nocolors = Cvar_Get ("gl_nocolors", "0", CVAR_NONE, NULL,
"Set to 1, turns off all player colors");
gl_overbright = Cvar_Get ("gl_overbright", "0", CVAR_NONE,
gl_overbright_f, "Darken lightmaps so that "
"dynamic lights can be overbright. 1 = 0.75 "
"brightness, 2 = 0.5 brightness.");
gl_particle_mip = Cvar_Get ("gl_particle_mip", "0", CVAR_NONE, NULL,
"Toggles particle texture mipmapping.");
gl_particle_size = Cvar_Get ("gl_particle_size", "5", CVAR_NONE, NULL,
"Vertical and horizontal size of particle "
"textures as a power of 2. Default is 5 "
"(32 texel square).");
gl_picmip = Cvar_Get ("gl_picmip", "0", CVAR_NONE, NULL, "Dimensions of "
"textures. 0 is normal, 1 is half, 2 is 1/4");
gl_playermip = Cvar_Get ("gl_playermip", "0", CVAR_NONE, NULL,
"Detail of player skins. 0 best, 4 worst.");
gl_reporttjunctions = Cvar_Get ("gl_reporttjunctions", "0", CVAR_NONE,
NULL, "None");
gl_sky_clip = Cvar_Get ("gl_sky_clip", "2", CVAR_ARCHIVE, NULL,
"controls amount of sky overdraw");
gl_sky_debug = Cvar_Get ("gl_sky_debug", "0", CVAR_NONE, NULL,
"debugging `info' for sky clipping");
gl_sky_divide = Cvar_Get ("gl_sky_divide", "1", CVAR_ARCHIVE, NULL,
"subdivide sky polys");
gl_sky_multipass = Cvar_Get ("gl_sky_multipass", "1", CVAR_ARCHIVE, NULL,
"controls whether the skydome is single or "
"double pass");
gl_texsort = Cvar_Get ("gl_texsort", "1", CVAR_NONE, NULL, "None");
gl_triplebuffer = Cvar_Get ("gl_triplebuffer", "1", CVAR_ARCHIVE, NULL,
"Set to 1 by default. Fixes status bar "
"flicker on some hardware");
r_aliasstats = Cvar_Get ("r_polymodelstats", "0", CVAR_NONE, NULL,
"Toggles the displays of number of polygon "
"models current being viewed");

View file

@ -1136,11 +1136,6 @@ R_RenderViewFishEye (void)
renderlookup (offs, scrbufs);
}
void
gl_overbright_f (cvar_t *un)
{
}
void
R_ClearState (void)
{