mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-10 15:22:04 +00:00
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:
parent
65bd29353c
commit
772af29cb3
4 changed files with 90 additions and 100 deletions
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@ -126,6 +126,31 @@ cvar_t *gl_textures_bgra;
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cvar_t *gl_vaelements_max;
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cvar_t *gl_vector_light;
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cvar_t *gl_screenshot_byte_swap;
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cvar_t *gl_affinemodels;
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cvar_t *gl_clear;
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cvar_t *gl_conspin;
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cvar_t *gl_constretch;
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cvar_t *gl_dlight_polyblend;
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cvar_t *gl_dlight_smooth;
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cvar_t *gl_driver;
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cvar_t *gl_fb_models;
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cvar_t *gl_keeptjunctions;
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cvar_t *gl_lerp_anim;
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cvar_t *gl_lightmap_align;
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cvar_t *gl_lightmap_subimage;
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cvar_t *gl_nocolors;
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cvar_t *gl_overbright;
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cvar_t *gl_particle_mip;
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cvar_t *gl_particle_size;
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cvar_t *gl_picmip;
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cvar_t *gl_playermip;
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cvar_t *gl_reporttjunctions;
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cvar_t *gl_sky_clip;
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cvar_t *gl_sky_debug;
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cvar_t *gl_sky_multipass;
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cvar_t *gl_texsort;
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cvar_t *gl_triplebuffer;
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static cvar_t *vid_use8bit;
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void gl_multitexture_f (cvar_t *var);
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@ -319,6 +344,71 @@ GL_Common_Init_Cvars (void)
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"limit, -1 disables use of vertex arrays.");
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gl_vector_light = Cvar_Get ("gl_vector_light", "1", CVAR_NONE, NULL,
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"Enable use of GL vector lighting. 0 = flat lighting.");
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gl_affinemodels = Cvar_Get ("gl_affinemodels", "0", CVAR_ARCHIVE, NULL,
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"Makes texture rendering quality better if "
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"set to 1");
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gl_clear = Cvar_Get ("gl_clear", "0", CVAR_NONE, NULL, "Set to 1 to make "
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"background black. Useful for removing HOM effect");
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gl_conspin = Cvar_Get ("gl_conspin", "0", CVAR_ARCHIVE, NULL,
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"speed at which the console spins");
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gl_constretch = Cvar_Get ("gl_constretch", "0", CVAR_ARCHIVE, NULL,
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"toggle console between slide and stretch");
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gl_dlight_polyblend = Cvar_Get ("gl_dlight_polyblend", "0", CVAR_ARCHIVE,
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NULL, "Set to 1 to use a dynamic light "
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"effect faster on GL");
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gl_dlight_smooth = Cvar_Get ("gl_dlight_smooth", "1", CVAR_ARCHIVE, NULL,
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"Smooth dynamic vertex lighting");
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gl_fb_models = Cvar_Get ("gl_fb_models", "1", CVAR_ARCHIVE, NULL,
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"Toggles fullbright color support for models");
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gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions", "1", CVAR_ARCHIVE, NULL,
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"Set to 0 to turn off colinear vertexes "
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"upon level load.");
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gl_lerp_anim = Cvar_Get ("gl_lerp_anim", "1", CVAR_ARCHIVE, NULL,
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"Toggles model animation interpolation");
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gl_driver = Cvar_Get ("gl_driver", GL_DRIVER, CVAR_ROM, NULL,
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"The OpenGL library to use. (path optional)");
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gl_lightmap_align = Cvar_Get ("gl_lightmap_align", "1", CVAR_NONE, NULL,
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"Workaround for nvidia slow path. Set to 4 "
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"or 16 if you have an nvidia 3d "
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"accelerator, set to 1 otherwise.");
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gl_lightmap_subimage = Cvar_Get ("gl_lightmap_subimage", "1", CVAR_NONE,
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NULL, "Lightmap Update method. Default 2 "
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"updates a minimum 'dirty rectangle' "
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"around the area changed. 1 updates "
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"every line that changed. 0 updates the "
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"entire lightmap.");
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gl_nocolors = Cvar_Get ("gl_nocolors", "0", CVAR_NONE, NULL,
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"Set to 1, turns off all player colors");
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gl_overbright = Cvar_Get ("gl_overbright", "0", CVAR_NONE,
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gl_overbright_f, "Darken lightmaps so that "
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"dynamic lights can be overbright. 1 = 0.75 "
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"brightness, 2 = 0.5 brightness.");
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gl_particle_mip = Cvar_Get ("gl_particle_mip", "0", CVAR_NONE, NULL,
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"Toggles particle texture mipmapping.");
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gl_particle_size = Cvar_Get ("gl_particle_size", "5", CVAR_NONE, NULL,
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"Vertical and horizontal size of particle "
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"textures as a power of 2. Default is 5 "
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"(32 texel square).");
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gl_picmip = Cvar_Get ("gl_picmip", "0", CVAR_NONE, NULL, "Dimensions of "
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"textures. 0 is normal, 1 is half, 2 is 1/4");
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gl_playermip = Cvar_Get ("gl_playermip", "0", CVAR_NONE, NULL,
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"Detail of player skins. 0 best, 4 worst.");
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gl_reporttjunctions = Cvar_Get ("gl_reporttjunctions", "0", CVAR_NONE,
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NULL, "None");
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gl_sky_clip = Cvar_Get ("gl_sky_clip", "2", CVAR_ARCHIVE, NULL,
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"controls amount of sky overdraw");
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gl_sky_debug = Cvar_Get ("gl_sky_debug", "0", CVAR_NONE, NULL,
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"debugging `info' for sky clipping");
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gl_sky_divide = Cvar_Get ("gl_sky_divide", "1", CVAR_ARCHIVE, NULL,
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"subdivide sky polys");
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gl_sky_multipass = Cvar_Get ("gl_sky_multipass", "1", CVAR_ARCHIVE, NULL,
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"controls whether the skydome is single or "
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"double pass");
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gl_texsort = Cvar_Get ("gl_texsort", "1", CVAR_NONE, NULL, "None");
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gl_triplebuffer = Cvar_Get ("gl_triplebuffer", "1", CVAR_ARCHIVE, NULL,
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"Set to 1 by default. Fixes status bar "
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"flicker on some hardware");
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}
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static void
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@ -61,11 +61,6 @@ static __attribute__ ((used)) const char rcsid[] = "$Id$";
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mat4_t glsl_projection;
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mat4_t glsl_view;
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void
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gl_overbright_f (cvar_t *var)
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{
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}
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void
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glsl_R_ViewChanged (float aspect)
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{
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@ -55,31 +55,6 @@ cvar_t *crosshaircolor;
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cvar_t *d_mipcap;
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cvar_t *d_mipscale;
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cvar_t *gl_affinemodels;
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cvar_t *gl_clear;
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cvar_t *gl_conspin;
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cvar_t *gl_constretch;
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cvar_t *gl_dlight_polyblend;
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cvar_t *gl_dlight_smooth;
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cvar_t *gl_driver;
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cvar_t *gl_fb_models;
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cvar_t *gl_keeptjunctions;
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cvar_t *gl_lerp_anim;
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cvar_t *gl_lightmap_align;
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cvar_t *gl_lightmap_subimage;
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cvar_t *gl_nocolors;
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cvar_t *gl_overbright;
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cvar_t *gl_particle_mip;
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cvar_t *gl_particle_size;
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cvar_t *gl_picmip;
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cvar_t *gl_playermip;
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cvar_t *gl_reporttjunctions;
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cvar_t *gl_sky_clip;
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cvar_t *gl_sky_debug;
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cvar_t *gl_sky_multipass;
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cvar_t *gl_texsort;
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cvar_t *gl_triplebuffer;
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cvar_t *r_aliasstats;
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cvar_t *r_aliastransadj;
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cvar_t *r_aliastransbase;
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@ -247,71 +222,6 @@ R_Init_Cvars (void)
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"Detail level. 0 is highest, 3 is lowest.");
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d_mipscale = Cvar_Get ("d_mipscale", "1", CVAR_NONE, NULL, "Detail level "
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"of objects. 0 is highest, 3 is lowest.");
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gl_affinemodels = Cvar_Get ("gl_affinemodels", "0", CVAR_ARCHIVE, NULL,
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"Makes texture rendering quality better if "
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"set to 1");
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gl_clear = Cvar_Get ("gl_clear", "0", CVAR_NONE, NULL, "Set to 1 to make "
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"background black. Useful for removing HOM effect");
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gl_conspin = Cvar_Get ("gl_conspin", "0", CVAR_ARCHIVE, NULL,
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"speed at which the console spins");
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gl_constretch = Cvar_Get ("gl_constretch", "0", CVAR_ARCHIVE, NULL,
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"toggle console between slide and stretch");
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gl_dlight_polyblend = Cvar_Get ("gl_dlight_polyblend", "0", CVAR_ARCHIVE,
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NULL, "Set to 1 to use a dynamic light "
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"effect faster on GL");
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gl_dlight_smooth = Cvar_Get ("gl_dlight_smooth", "1", CVAR_ARCHIVE, NULL,
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"Smooth dynamic vertex lighting");
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gl_fb_models = Cvar_Get ("gl_fb_models", "1", CVAR_ARCHIVE, NULL,
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"Toggles fullbright color support for models");
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gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions", "1", CVAR_ARCHIVE, NULL,
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"Set to 0 to turn off colinear vertexes "
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"upon level load.");
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gl_lerp_anim = Cvar_Get ("gl_lerp_anim", "1", CVAR_ARCHIVE, NULL,
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"Toggles model animation interpolation");
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gl_driver = Cvar_Get ("gl_driver", GL_DRIVER, CVAR_ROM, NULL,
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"The OpenGL library to use. (path optional)");
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gl_lightmap_align = Cvar_Get ("gl_lightmap_align", "1", CVAR_NONE, NULL,
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"Workaround for nvidia slow path. Set to 4 "
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"or 16 if you have an nvidia 3d "
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"accelerator, set to 1 otherwise.");
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gl_lightmap_subimage = Cvar_Get ("gl_lightmap_subimage", "1", CVAR_NONE,
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NULL, "Lightmap Update method. Default 2 "
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"updates a minimum 'dirty rectangle' "
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"around the area changed. 1 updates "
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"every line that changed. 0 updates the "
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"entire lightmap.");
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gl_nocolors = Cvar_Get ("gl_nocolors", "0", CVAR_NONE, NULL,
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"Set to 1, turns off all player colors");
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gl_overbright = Cvar_Get ("gl_overbright", "0", CVAR_NONE,
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gl_overbright_f, "Darken lightmaps so that "
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"dynamic lights can be overbright. 1 = 0.75 "
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"brightness, 2 = 0.5 brightness.");
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gl_particle_mip = Cvar_Get ("gl_particle_mip", "0", CVAR_NONE, NULL,
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"Toggles particle texture mipmapping.");
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gl_particle_size = Cvar_Get ("gl_particle_size", "5", CVAR_NONE, NULL,
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"Vertical and horizontal size of particle "
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"textures as a power of 2. Default is 5 "
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"(32 texel square).");
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gl_picmip = Cvar_Get ("gl_picmip", "0", CVAR_NONE, NULL, "Dimensions of "
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"textures. 0 is normal, 1 is half, 2 is 1/4");
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gl_playermip = Cvar_Get ("gl_playermip", "0", CVAR_NONE, NULL,
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"Detail of player skins. 0 best, 4 worst.");
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gl_reporttjunctions = Cvar_Get ("gl_reporttjunctions", "0", CVAR_NONE,
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NULL, "None");
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gl_sky_clip = Cvar_Get ("gl_sky_clip", "2", CVAR_ARCHIVE, NULL,
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"controls amount of sky overdraw");
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gl_sky_debug = Cvar_Get ("gl_sky_debug", "0", CVAR_NONE, NULL,
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"debugging `info' for sky clipping");
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gl_sky_divide = Cvar_Get ("gl_sky_divide", "1", CVAR_ARCHIVE, NULL,
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"subdivide sky polys");
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gl_sky_multipass = Cvar_Get ("gl_sky_multipass", "1", CVAR_ARCHIVE, NULL,
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"controls whether the skydome is single or "
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"double pass");
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gl_texsort = Cvar_Get ("gl_texsort", "1", CVAR_NONE, NULL, "None");
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gl_triplebuffer = Cvar_Get ("gl_triplebuffer", "1", CVAR_ARCHIVE, NULL,
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"Set to 1 by default. Fixes status bar "
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"flicker on some hardware");
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r_aliasstats = Cvar_Get ("r_polymodelstats", "0", CVAR_NONE, NULL,
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"Toggles the displays of number of polygon "
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"models current being viewed");
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@ -1136,11 +1136,6 @@ R_RenderViewFishEye (void)
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renderlookup (offs, scrbufs);
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}
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void
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gl_overbright_f (cvar_t *un)
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{
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}
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void
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R_ClearState (void)
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{
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