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s/.txt/.md/
Initial pass at moving the opengl readme from plaintext to markdown. Probably screwed up a lot of stuff.
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@ -52,7 +52,9 @@ For Win32:
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1. Start ioquake3. (ioquake3.x86.exe on Win32)
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2. Open the console (default key ~) and type '/cl_renderer opengl2; vid_restart'
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2. Open the console (the default key is tilde ~) and type
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`/cl_renderer opengl2` and press enter
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`/vid_restart` then press enter again.
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3. Enjoy.
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@ -62,94 +64,94 @@ For Win32:
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-------------------------------------------------------------------------------
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Cvars for simple rendering features:
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r_ext_compressed_textures - Automatically compress textures.
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* `r_ext_compressed_textures` - Automatically compress textures.
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0 - No texture compression. (default)
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1 - DXT/LATC texture compression if
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supported.
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2 - BPTC texture compression if supported.
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r_ext_framebuffer_multisample - Multisample Anti-aliasing.
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* `r_ext_framebuffer_multisample` - Multisample Anti-aliasing.
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0 - None. (default)
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1-16 - Some.
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17+ - Too much!
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r_ssao - Enable screen-space ambient occlusion.
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* `r_ssao` - Enable screen-space ambient occlusion.
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Currently eats framerate and has some
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visible artifacts.
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0 - No. (default)
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1 - Yes.
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Cvars for HDR and tonemapping:
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r_hdr - Do scene rendering in a framebuffer with
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* `r_hdr` - Do scene rendering in a framebuffer with
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high dynamic range. (Less banding, and
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exposure changes look much better)
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0 - No.
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1 - Yes. (default)
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r_cameraExposure - Cheat. Alter brightness, in powers of two.
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* `r_cameraExposure` - Cheat. Alter brightness, in powers of two.
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-2 - 4x as dark.
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0 - Normal. (default)
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0.5 - Sqrt(2)x as bright.
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2 - 4x as bright.
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r_postProcess - Enable post-processing.
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* `r_postProcess` - Enable post-processing.
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0 - No.
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1 - Yes. (default)
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r_toneMap - Enable tone mapping. Requires
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* `r_toneMap` - Enable tone mapping. Requires
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r_hdr and r_postProcess.
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0 - No.
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1 - Yes. (default)
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r_forceToneMap - Cheat. Override built-in and map tonemap
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settings and use cvars r_forceToneMapAvg,
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r_forceToneMapMin, and r_forceToneMapMax.
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* `r_forceToneMap` - Cheat. Override built-in and map tonemap settings and use cvars r_forceToneMapAvg, r_forceToneMapMin, and r_forceToneMapMax.
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0 - No. (default)
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1 - Yes.
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r_forceToneMapAvg - Cheat. Map average scene luminance to this
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* `r_forceToneMapAvg` - Cheat. Map average scene luminance to this
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value, in powers of two. Requires
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r_forceToneMap.
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-2.0 - Dark.
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-1.0 - Kinda dark. (default).
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2.0 - Too bright.
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r_forceToneMapMin - Cheat. After mapping average, luminance
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* `r_forceToneMapMin` - Cheat. After mapping average, luminance
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below this level is mapped to black.
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Requires r_forceToneMap.
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-5 - Not noticeable.
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-3.25 - Normal. (default)
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0.0 - Too dark.
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r_forceToneMapMin - Cheat. After mapping average, luminance
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* `r_forceToneMapMin` - Cheat. After mapping average, luminance
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above this level is mapped to white.
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Requires r_forceToneMap.
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0.0 - Too bright.
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1.0 - Normal. (default).
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2.0 - Washed out.
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r_autoExposure - Do automatic exposure based on scene
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* `r_autoExposure` - Do automatic exposure based on scene
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brightness. Hardcoded to -2 to 2 on maps
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that don't specify otherwise. Requires
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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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* `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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r_forceAutoExposureMax.
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0 - No. (default)
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1 - Yes.
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r_forceAutoExposureMin - Cheat. Set minimum exposure to this value,
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* `r_forceAutoExposureMin` - Cheat. Set minimum exposure to this value,
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in powers of two. Requires
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r_forceAutoExpsure.
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-3.0 - Dimmer.
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-2.0 - Normal. (default)
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-1.0 - Brighter.
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r_forceAutoExposureMax - Cheat. Set maximum exposure to this value,
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* `r_forceAutoExposureMax` - Cheat. Set maximum exposure to this value,
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in powers of two. Requires
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r_forceAutoExpsure.
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1.0 - Dimmer.
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@ -157,7 +159,8 @@ Cvars for HDR and tonemapping:
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3.0 - Brighter.
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Cvars for advanced material usage:
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r_normalMapping - Enable normal mapping for materials that
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* `r_normalMapping` - Enable normal mapping for materials that
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support it, and also specify advanced
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shading techniques.
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0 - No.
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@ -167,7 +170,7 @@ Cvars for advanced material usage:
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3 - Yes, and use tri-Ace's Oren-Nayar
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reflectance model.
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r_specularMapping - Enable specular mapping for materials that
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* `r_specularMapping` - Enable specular mapping for materials that
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support it, and also specify advanced
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specular techniques.
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0 - No.
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@ -176,7 +179,7 @@ Cvars for advanced material usage:
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3 - Yes, and use Cook-Torrance.
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4 - Yes, and use Torrance-Sparrow.
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r_deluxeMapping - Enable deluxe mapping. (Map is compiled
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* `r_deluxeMapping` - Enable deluxe mapping. (Map is compiled
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with light directions.) Even if the map
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doesn't have deluxe mapping compiled in,
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an approximation based on the lightgrid
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0 - No.
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1 - Yes. (default)
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r_parallaxMapping - Enable parallax mapping for materials that
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* `r_parallaxMapping` - Enable parallax mapping for materials that
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support it.
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0 - No. (default)
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1 - Use parallax occlusion mapping.
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2 - Use relief mapping. (slower)
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r_baseSpecular - Set the specular reflectance of materials
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* `r_baseSpecular` - Set the specular reflectance of materials
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which don't include a specular map or
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use the specularReflectance keyword.
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0 - No.
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0.04 - Realistic. (default)
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1.0 - Ack.
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r_baseGloss - Set the glossiness of materials which don't
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* `r_baseGloss` - Set the glossiness of materials which don't
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include a specular map or use the
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specularExponent keyword.
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0 - Rough.
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0.3 - Default.
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1.0 - Shiny.
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r_baseNormalX - Set the scale of the X values from normal
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* `r_baseNormalX` - Set the scale of the X values from normal
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maps when the normalScale keyword is not
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used.
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-1 - Flip X.
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1 - Normal X. (default)
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2 - Double X.
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r_baseNormalY - Set the scale of the Y values from normal
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* `r_baseNormalY` - Set the scale of the Y values from normal
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maps when the normalScale keyword is not
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used.
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-1 - Flip Y.
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1 - Normal Y. (default)
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2 - Double Y.
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r_baseParallax - Sets the scale of the parallax effect for
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* `r_baseParallax` - Sets the scale of the parallax effect for
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materials when the parallaxDepth keyword
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is not used.
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0 - No depth.
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0.1 - Looks broken.
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Cvars for image interpolation and generation:
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r_imageUpsample - Use interpolation to artifically increase
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* `r_imageUpsample` - Use interpolation to artifically increase
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the resolution of all textures. Looks good
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in certain circumstances.
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0 - No. (default)
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2 - 4x size.
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3 - 8x size, etc
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r_imageUpsampleMaxSize - Maximum texture size when upsampling
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* `r_imageUpsampleMaxSize` - Maximum texture size when upsampling
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textures.
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1024 - Default.
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2048 - Really nice.
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4096 - Really slow.
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8192 - Crash.
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r_imageUpsampleType - Type of interpolation when upsampling
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* `r_imageUpsampleType` - Type of interpolation when upsampling
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textures.
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0 - None. (probably broken)
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1 - Bad but fast (default,
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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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Cvars for the sunlight and cascaded shadow maps:
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r_forceSun - Cheat. Force sunlight and shadows, using sun
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position from sky material.
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* `r_forceSun` - Cheat. Force sunlight and shadows, using sun position from sky material.
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0 - Don't. (default)
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1 - Do.
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2 - Sunrise, sunset.
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r_forceSunMapLightScale - Cheat. Scale map brightness by this factor
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* `r_forceSunMapLightScale` - Cheat. Scale map brightness by this factor
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when r_forceSun 1.
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1.0 - Default
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r_forceSunLightScale - Cheat. Scale sun brightness by this factor
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* `r_forceSunLightScale` - Cheat. Scale sun brightness by this factor
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when r_forceSun 1.
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1.0 - Default
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r_forceSunAmbientScale - Cheat. Scale sun ambient brightness by this
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factor when r_forceSun 1.
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0.5 - Default
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r_sunShadows - Enable sunlight and cascaded shadow maps for
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* `r_forceSunAmbientScale` - Cheat. Scale sun ambient brightness by this factor when r_forceSun 1. 0.5 - Default
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* `r_sunShadows` - Enable sunlight and cascaded shadow maps for
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it on maps that support it.
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0 - No.
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1 - Yes. (default)
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r_sunlightMode - Specify the method used to add sunlight to
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* `r_sunlightMode` - Specify the method used to add sunlight to
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the scene.
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0 - No.
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1 - Multiply lit areas by light scale, and
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@ -290,13 +292,13 @@ Cvars for the sunlight and cascaded shadow maps:
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and doesn't integrate well with existing
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maps.
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r_shadowFilter - Enable filtering shadows for a smoother
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* `r_shadowFilter` - Enable filtering shadows for a smoother
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look.
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0 - No.
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1 - Some. (default)
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2 - Much.
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r_shadowMapSize - Size of each cascaded shadow map.
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* `r_shadowMapSize` - Size of each cascaded shadow map.
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256 - 256x256, ugly, probably shouldn't
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go below this.
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512 - 512x512, passable.
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2048.
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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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* `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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* `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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* `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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* `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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r_sunShadows.
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0 - No.
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1 - Yes. (default)
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r_normalAmbient - Split map light into ambient and directed
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* `r_normalAmbient` - Split map light into ambient and directed
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portions when doing deluxe mapping. Not
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very useful.
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0 - Don't. (default).
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0.3 - 30% ambient, 70% directed.
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1.0 - 100% ambient.
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r_mergeLightmaps - Merge the small (128x128) lightmaps into
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* `r_mergeLightmaps` - Merge the small (128x128) lightmaps into
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2 or fewer giant (4096x4096) lightmaps.
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Easy speedup.
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0 - Don't.
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1 - Do. (default)
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r_shadowCascadeZNear - Near plane for shadow cascade frustums.
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* `r_shadowCascadeZNear` - Near plane for shadow cascade frustums.
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4 - Default.
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r_shadowCascadeZFar - Far plane for shadow cascade frustums.
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* `r_shadowCascadeZFar` - Far plane for shadow cascade frustums.
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3072 - Default.
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r_shadowCascadeZBias - Z-bias for shadow cascade frustums.
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* `r_shadowCascadeZBias` - Z-bias for shadow cascade frustums.
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-256 - Default.
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r_materialGamma - Gamma level for material textures.
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* `r_materialGamma` - Gamma level for material textures.
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(diffuse, specular)
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1.0 - Quake 3, fastest. (default)
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r_lightGamma - Gamma level for light.
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* `r_lightGamma` - Gamma level for light.
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(lightmap, lightgrid, vertex lights)
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1.0 - Quake 3, fastest. (default)
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r_framebufferGamma - Gamma level for framebuffers.
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* `r_framebufferGamma` - Gamma level for framebuffers.
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1.0 - Quake 3, fastest. (default)
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r_tonemapGamma - Gamma applied after tonemapping.
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* `r_tonemapGamma` - Gamma applied after tonemapping.
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1.0 - Quake 3, fastest. (default)
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Cvars that have broken bits:
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r_dlightMode - Change how dynamic lights look.
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* `r_dlightMode` - Change how dynamic lights look.
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0 - Quake 3 style dlights, fake
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brightening. (default)
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1 - Actual lighting, no shadows.
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2 - Light and shadows. (broken)
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r_pshadowDist - Virtual camera distance when creating shadow
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maps for projected shadows. Deprecated.
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cg_shadows - Old shadow code. Deprecated.
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* `r_pshadowDist` - Virtual camera distance when creating shadowmaps for projected shadows. Deprecated.
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* `cg_shadows` - Old shadow code. Deprecated.
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-------------------------------------------------------------------------------
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Reference in a new issue