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Rename gl_farsee to r_farsee.
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commit
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8 changed files with 13 additions and 12 deletions
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@ -166,7 +166,7 @@ extern int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
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extern cvar_t *r_norefresh;
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extern cvar_t *gl_lefthand;
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extern cvar_t *gl_farsee;
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extern cvar_t *r_farsee;
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extern cvar_t *r_drawentities;
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extern cvar_t *r_drawworld;
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extern cvar_t *r_speeds;
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@ -77,7 +77,7 @@ cvar_t *r_fullbright;
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cvar_t *r_novis;
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cvar_t *r_lerpmodels;
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cvar_t *gl_lefthand;
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cvar_t *gl_farsee;
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cvar_t *r_farsee;
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cvar_t *r_lightlevel;
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cvar_t *gl_overbrightbits;
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@ -793,7 +793,7 @@ R_SetupGL(void)
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (gl_farsee->value == 0)
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if (r_farsee->value == 0)
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{
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R_MYgluPerspective(r_newrefdef.fov_y, screenaspect, 4, 4096);
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}
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@ -1199,7 +1199,7 @@ void
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R_Register(void)
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{
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gl_lefthand = ri.Cvar_Get("hand", "0", CVAR_USERINFO | CVAR_ARCHIVE);
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gl_farsee = ri.Cvar_Get("gl_farsee", "0", CVAR_LATCH | CVAR_ARCHIVE);
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r_farsee = ri.Cvar_Get("r_farsee", "0", CVAR_LATCH | CVAR_ARCHIVE);
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r_norefresh = ri.Cvar_Get("r_norefresh", "0", 0);
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r_fullbright = ri.Cvar_Get("r_fullbright", "0", 0);
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r_drawentities = ri.Cvar_Get("r_drawentities", "1", 0);
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@ -597,7 +597,7 @@ R_MakeSkyVec(float s, float t, int axis)
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vec3_t v, b;
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int j, k;
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if (gl_farsee->value == 0)
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if (r_farsee->value == 0)
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{
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b[0] = s * 2300;
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b[1] = t * 2300;
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@ -99,7 +99,7 @@ cvar_t *gl3_particle_fade_factor;
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cvar_t *gl3_particle_square;
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cvar_t *gl_lefthand;
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cvar_t *gl_farsee;
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cvar_t *r_farsee;
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cvar_t *gl3_intensity;
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cvar_t *gl3_intensity_2D;
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@ -195,7 +195,7 @@ static void
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GL3_Register(void)
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{
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gl_lefthand = ri.Cvar_Get("hand", "0", CVAR_USERINFO | CVAR_ARCHIVE);
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gl_farsee = ri.Cvar_Get("gl_farsee", "0", CVAR_LATCH | CVAR_ARCHIVE);
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r_farsee = ri.Cvar_Get("gl_farsee", "0", CVAR_LATCH | CVAR_ARCHIVE);
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gl_drawbuffer = ri.Cvar_Get("gl_drawbuffer", "GL_BACK", 0);
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gl_swapinterval = ri.Cvar_Get("gl_swapinterval", "1", CVAR_ARCHIVE);
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@ -1242,7 +1242,7 @@ SetupGL(void)
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/* set up projection matrix (eye coordinates -> clip coordinates) */
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{
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float screenaspect = (float)gl3_newrefdef.width / gl3_newrefdef.height;
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float dist = (gl_farsee->value == 0) ? 4096.0f : 8192.0f;
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float dist = (r_farsee->value == 0) ? 4096.0f : 8192.0f;
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gl3_projectionMatrix = GL3_MYgluPerspective(gl3_newrefdef.fov_y, screenaspect, 4, dist);
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}
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@ -606,7 +606,7 @@ MakeSkyVec(float s, float t, int axis, gl3_3D_vtx_t* vert)
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vec3_t v, b;
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int j, k;
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float dist = (gl_farsee->value == 0) ? 2300.0f : 4096.0f;
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float dist = (r_farsee->value == 0) ? 2300.0f : 4096.0f;
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b[0] = s * dist;
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b[1] = t * dist;
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@ -497,7 +497,7 @@ extern cvar_t *r_fullbright;
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extern cvar_t *r_norefresh;
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extern cvar_t *gl_lefthand;
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extern cvar_t *gl_farsee;
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extern cvar_t *r_farsee;
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extern cvar_t *r_drawworld;
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extern cvar_t *vid_gamma;
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@ -52,7 +52,8 @@ replacement_t replacements[] = {
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{"gl_menuscale", "r_scale"},
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{"gl_customheight", "r_customheight"},
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{"gl_customwidth", "r_customheight"},
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{"gl_dynamic", "gl1_dynamic"}
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{"gl_dynamic", "gl1_dynamic"},
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{"gl_farsee", "r_farsee"}
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};
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@ -115,7 +115,7 @@ Graphics (all renderers):
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*r_customwidth* pixels wide. Set *gl_mode* to `-1` to use the custom
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resolution.
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* **gl_farsee**: Normally Quake II renders only up to 4096 units. If set
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* **r_farsee**: Normally Quake II renders only up to 4096 units. If set
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to `1` the limit is increased to 8192 units.
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* **gl_maxfps**: The maximum framerate, if `cl_async` is `1`. Otherwise
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