Restore setting r_colorbits in q3_ui

In 2007 in ioquake3 unified-sdl branch (revision 1144) setting
r_colorbits in q3_ui was removed but the Color Depth menu option was
still kept. Setting r_colorbits was not removed from the Team Arena UI.

In 2011 I removed the Color Depth menu option from q3_ui as it did not
change any cvars. Yesterday I restored the option not realizing this
and thinking that requesting 16-bit color depth worked.

Add setting r_colorbits back to q3_ui so Color Depth menu option works
again. I changed Color Depth options 'Default' to reset r_stencilbits
instead of 0 and '32 bit' to use r_stencilbits 8 instead of not changing
the value.

However I discovered r_colorbits 16 does not actually work on my system
(Debian Jessie x86_64 nvidia). ioquake3 was reporting the requested
value instead of the actual obtained value. Fixed in my previous commit.
This commit is contained in:
Zack Middleton 2018-04-11 01:33:40 -05:00
parent 7e9b92de12
commit 61404e25c4

View file

@ -679,11 +679,24 @@ static void GraphicsOptions_ApplyChanges( void *unused, int notification )
trap_Cvar_SetValue( "r_mode", s_graphicsoptions.mode.curvalue ); trap_Cvar_SetValue( "r_mode", s_graphicsoptions.mode.curvalue );
trap_Cvar_SetValue( "r_fullscreen", s_graphicsoptions.fs.curvalue ); trap_Cvar_SetValue( "r_fullscreen", s_graphicsoptions.fs.curvalue );
switch ( s_graphicsoptions.colordepth.curvalue )
trap_Cvar_Reset("r_colorbits"); {
trap_Cvar_Reset("r_depthbits"); case 0:
trap_Cvar_Reset("r_stencilbits"); trap_Cvar_SetValue( "r_colorbits", 0 );
trap_Cvar_SetValue( "r_depthbits", 0 );
trap_Cvar_Reset( "r_stencilbits" );
break;
case 1:
trap_Cvar_SetValue( "r_colorbits", 16 );
trap_Cvar_SetValue( "r_depthbits", 16 );
trap_Cvar_SetValue( "r_stencilbits", 0 );
break;
case 2:
trap_Cvar_SetValue( "r_colorbits", 32 );
trap_Cvar_SetValue( "r_depthbits", 24 );
trap_Cvar_SetValue( "r_stencilbits", 8 );
break;
}
trap_Cvar_SetValue( "r_vertexLight", s_graphicsoptions.lighting.curvalue ); trap_Cvar_SetValue( "r_vertexLight", s_graphicsoptions.lighting.curvalue );
if ( s_graphicsoptions.geometry.curvalue == 2 ) if ( s_graphicsoptions.geometry.curvalue == 2 )