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OpenGL2: Disable GL_ARB_seamless_cube_map by default, caused huge frame drops on some hardware
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3 changed files with 7 additions and 2 deletions
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@ -701,8 +701,10 @@ void GLimp_InitExtraExtensions()
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glRefConfig.seamlessCubeMap = qfalse;
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if( GLimp_HaveExtension( extension ) )
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{
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glRefConfig.seamlessCubeMap = qtrue;
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ri.Printf(PRINT_ALL, result[1], extension);
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if (r_arb_seamless_cube_map->integer)
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glRefConfig.seamlessCubeMap = qtrue;
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ri.Printf(PRINT_ALL, result[glRefConfig.seamlessCubeMap], extension);
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}
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else
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{
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@ -100,6 +100,7 @@ cvar_t *r_ext_framebuffer_object;
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cvar_t *r_ext_texture_float;
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cvar_t *r_arb_half_float_pixel;
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cvar_t *r_ext_framebuffer_multisample;
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cvar_t *r_arb_seamless_cube_map;
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cvar_t *r_mergeMultidraws;
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cvar_t *r_mergeLeafSurfaces;
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@ -1133,6 +1134,7 @@ void R_Register( void )
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r_ext_texture_float = ri.Cvar_Get( "r_ext_texture_float", "1", CVAR_ARCHIVE | CVAR_LATCH);
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r_arb_half_float_pixel = ri.Cvar_Get( "r_arb_half_float_pixel", "1", CVAR_ARCHIVE | CVAR_LATCH);
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r_ext_framebuffer_multisample = ri.Cvar_Get( "r_ext_framebuffer_multisample", "0", CVAR_ARCHIVE | CVAR_LATCH);
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r_arb_seamless_cube_map = ri.Cvar_Get( "r_arb_seamless_cube_map", "0", CVAR_ARCHIVE | CVAR_LATCH);
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r_ext_texture_filter_anisotropic = ri.Cvar_Get( "r_ext_texture_filter_anisotropic",
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"0", CVAR_ARCHIVE | CVAR_LATCH );
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@ -1915,6 +1915,7 @@ extern cvar_t *r_ext_framebuffer_object;
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extern cvar_t *r_ext_texture_float;
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extern cvar_t *r_arb_half_float_pixel;
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extern cvar_t *r_ext_framebuffer_multisample;
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extern cvar_t *r_arb_seamless_cube_map;
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extern cvar_t *r_nobind; // turns off binding to appropriate textures
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extern cvar_t *r_singleShader; // make most world faces use default shader
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