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JKA: Some CVAR change to increase performance
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3 changed files with 13 additions and 4 deletions
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@ -398,7 +398,7 @@ static cvarTable_t cvarTable[] = {
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{ &cg_stereoSeparation, "cg_stereoSeparation", "0.065", CVAR_ARCHIVE },
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{ &cg_worldScale, "cg_worldScale", "33.5", CVAR_ARCHIVE },
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{ &cg_heightAdjust, "cg_heightAdjust", "0.0", CVAR_ARCHIVE },
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{ &cg_shadows, "cg_shadows", "3", CVAR_ARCHIVE },
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{ &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
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{ &cg_renderToTextureFX, "cg_renderToTextureFX", "1", CVAR_ARCHIVE },
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{ &cg_shadowCullDistance, "r_shadowRange", "1000", CVAR_ARCHIVE },
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{ &cg_footsteps, "cg_footsteps", "3", CVAR_ARCHIVE },//1 = sounds, 2 = sounds & effects, 3 = sounds, effects & marks, 4 = always
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@ -1585,10 +1585,15 @@ void R_Register( void )
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r_DynamicGlowWidth = ri.Cvar_Get( "r_DynamicGlowWidth", "320", CVAR_ARCHIVE_ND | CVAR_LATCH );
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r_DynamicGlowHeight = ri.Cvar_Get( "r_DynamicGlowHeight", "240", CVAR_ARCHIVE_ND | CVAR_LATCH );
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#ifndef JK2_MODE
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r_picmip = ri.Cvar_Get ("r_picmip", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_detailTextures = ri.Cvar_Get( "r_detailtextures", "0", CVAR_ARCHIVE_ND | CVAR_LATCH );
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#else
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r_picmip = ri.Cvar_Get ("r_picmip", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_detailTextures = ri.Cvar_Get( "r_detailtextures", "1", CVAR_ARCHIVE_ND | CVAR_LATCH );
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#endif
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ri.Cvar_CheckRange( r_picmip, 0, 16, qtrue );
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r_colorMipLevels = ri.Cvar_Get ("r_colorMipLevels", "0", CVAR_LATCH );
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r_detailTextures = ri.Cvar_Get( "r_detailtextures", "1", CVAR_ARCHIVE_ND | CVAR_LATCH );
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r_texturebits = ri.Cvar_Get( "r_texturebits", "0", CVAR_ARCHIVE_ND | CVAR_LATCH );
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r_texturebitslm = ri.Cvar_Get( "r_texturebitslm", "0", CVAR_ARCHIVE_ND | CVAR_LATCH );
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r_overBrightBits = ri.Cvar_Get ("r_overBrightBits", "1", CVAR_ARCHIVE_ND | CVAR_LATCH );
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@ -1610,7 +1615,11 @@ void R_Register( void )
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//
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r_lodCurveError = ri.Cvar_Get( "r_lodCurveError", "1000", CVAR_ARCHIVE_ND );
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r_lodbias = ri.Cvar_Get( "r_lodbias", "0", CVAR_ARCHIVE_ND );
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#ifndef JK2_MODE
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r_flares = ri.Cvar_Get ("r_flares", "0", CVAR_ARCHIVE_ND );
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#else
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r_flares = ri.Cvar_Get ("r_flares", "1", CVAR_ARCHIVE_ND );
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#endif
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r_lodscale = ri.Cvar_Get( "r_lodscale", "10", CVAR_ARCHIVE_ND );
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r_znear = ri.Cvar_Get( "r_znear", "4", CVAR_ARCHIVE_ND ); //if set any lower, you lose a lot of precision in the distance
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@ -1686,7 +1695,7 @@ void R_Register( void )
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r_offsetUnits = ri.Cvar_Get( "r_offsetunits", "-2", CVAR_CHEAT );
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r_lockpvs = ri.Cvar_Get ("r_lockpvs", "0", CVAR_CHEAT);
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r_noportals = ri.Cvar_Get ("r_noportals", "0", CVAR_CHEAT);
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r_shadows = ri.Cvar_Get( "cg_shadows", "3", 0 );
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r_shadows = ri.Cvar_Get( "cg_shadows", "1", 0 );
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r_shadowRange = ri.Cvar_Get( "r_shadowRange", "1000", CVAR_ARCHIVE_ND );
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/*
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@ -300,7 +300,7 @@ void UI_Init( int apiVersion, uiimport_t *uiimport, qboolean inGameLoad )
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ui.Cvar_Create( "g_subtitles", "0", CVAR_ARCHIVE );
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ui.Cvar_Create( "cg_marks", "1", CVAR_ARCHIVE );
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ui.Cvar_Create( "d_slowmodeath", "3", CVAR_ARCHIVE );
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ui.Cvar_Create( "cg_shadows", "3", CVAR_ARCHIVE );
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ui.Cvar_Create( "cg_shadows", "1", CVAR_ARCHIVE );
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ui.Cvar_Create( "cg_runpitch", "0.0", CVAR_ARCHIVE );
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ui.Cvar_Create( "cg_runroll", "0.0", CVAR_ARCHIVE );
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