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OpenGL2: Remove two unused cvars and update readme
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3 changed files with 2 additions and 27 deletions
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@ -105,9 +105,6 @@ cvar_t *r_arb_seamless_cube_map;
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cvar_t *r_arb_vertex_array_object;
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cvar_t *r_ext_direct_state_access;
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cvar_t *r_mergeMultidraws;
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cvar_t *r_mergeLeafSurfaces;
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cvar_t *r_cameraExposure;
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cvar_t *r_externalGLSL;
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@ -1293,8 +1290,6 @@ void R_Register( void )
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r_directedScale = ri.Cvar_Get( "r_directedScale", "1", CVAR_CHEAT );
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r_anaglyphMode = ri.Cvar_Get("r_anaglyphMode", "0", CVAR_ARCHIVE);
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r_mergeMultidraws = ri.Cvar_Get("r_mergeMultidraws", "1", CVAR_ARCHIVE);
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r_mergeLeafSurfaces = ri.Cvar_Get("r_mergeLeafSurfaces", "1", CVAR_ARCHIVE);
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//
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// temporary variables that can change at any time
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@ -1708,9 +1708,6 @@ extern cvar_t *r_skipBackEnd;
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extern cvar_t *r_anaglyphMode;
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extern cvar_t *r_mergeMultidraws;
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extern cvar_t *r_mergeLeafSurfaces;
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extern cvar_t *r_externalGLSL;
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extern cvar_t *r_hdr;
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@ -136,7 +136,7 @@ Cvars for HDR and tonemapping:
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r_hdr, r_postprocess, and r_toneMap.
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0 - No.
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1 - Yes. (default)
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* `r_forceAutoExposure` - Cheat. Override built-in and map auto
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exposure settings and use cvars
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r_forceAutoExposureMin and
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@ -252,7 +252,7 @@ Cvars for image interpolation and generation:
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FCBI without second derivatives)
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2 - Okay but slow (normal FCBI)
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* `r_genNormalMaps* - Naively generate normal maps for all
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* `r_genNormalMaps` - Naively generate normal maps for all
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textures.
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0 - Don't. (default)
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1 - Do.
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@ -302,23 +302,6 @@ Cvars for the sunlight and cascaded shadow maps:
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Cvars that you probably don't care about or shouldn't mess with:
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* `r_mergeMultidraws` - Optimize number of calls to
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glMultiDrawElements().
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0 - Don't.
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1 - Do some. (default)
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2 - Do more than necessary (eats CPU).
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* `r_mergeLeafSurfaces` - Merge surfaces that share common materials
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and a common leaf. Speeds up rendering.
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0 - Don't.
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1 - Do. (default)
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* `r_recalcMD3Normals` - Recalculate the normals when loading an MD3.
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Fixes normal maps in some cases but looks
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ugly in others.
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0 - Don't. (default)
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1 - Do.
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* `r_depthPrepass` - Do a depth-only pass before rendering.
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Speeds up rendering in cases where advanced
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features are used. Required for
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