Sync variable names for msaa, retexturing and anisotropic filtering #646

This commit is contained in:
Denis Pauk 2021-01-18 23:36:19 +02:00
parent 6a89f30768
commit 46c24d4d18
12 changed files with 75 additions and 88 deletions

View file

@ -229,6 +229,32 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
display refresh rate, should (but doesn't always) prevent tearing.
Set to `1` for normal vsync and `2` for adaptive vsync.
* **r_anisotropic**: Anisotropic filtering. Possible values are
dependent on the GPU driver, most of them support `1`, `2`, `4`, `8`
and `16`. Anisotropic filtering gives a huge improvement to texture
quality by a negligible performance impact.
If vulkan render have used, flag is only toggle anisotropic filtering
without use specific level.
* **r_msaa_samples**: Full scene anti aliasing samples. The number of
samples depends on the GPU driver, most drivers support at least `2`,
`4` and `8` samples. If an invalid value is set, the value is reverted
to the highest number of samples supported. Especially on OpenGL 3.2
anti aliasing is expensive and can lead to a huge performance hit, so
try setting it to a lower value if the framerate is too low.
* **r_nolerp_list**: list separate by spaces of textures omitted from
bilinear filtering. Used by default to exclude the console and HUD
fonts. Make sure to include the default values when extending the
list.
* **r_retexturing**: If set to `1` (the default) and a retexturing pack
is installed, the high resolution textures are used.
If set to `2` and vulkan render is used, scale up all 8bit textures.
* **r_shadows**: Enables rendering of shadows. Quake IIs shadows are
very simple and are prone to render errors.
* **vid_displayrefreshrate**: Sets the displays refresh rate. The
default `-1` let the game determine the refresh rate automatically.
Often the default setting is okay, but some graphics drivers report
@ -258,29 +284,6 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
## Graphics (GL renderers only)
* **gl_anisotropic**: Anisotropic filtering. Possible values are
dependent on the GPU driver, most of them support `1`, `2`, `4`, `8`
and `16`. Anisotropic filtering gives a huge improvement to texture
quality by a negligible performance impact.
* **gl_msaa_samples**: Full scene anti aliasing samples. The number of
samples depends on the GPU driver, most drivers support at least `2`,
`4` and `8` samples. If an invalid value is set, the value is reverted
to the highest number of samples supported. Especially on OpenGL 3.2
anti aliasing is expensive and can lead to a huge performance hit, so
try setting it to a lower value if the framerate is too low.
* **gl_nolerp_list**: list separate by spaces of textures omitted from
bilinear filtering. Used by default to exclude the console and HUD
fonts. Make sure to include the default values when extending the
list.
* **gl_retexturing**: If set to `1` (the default) and a retexturing pack
is installed, the high resolution textures are used.
* **gl_shadows**: Enables rendering of shadows. Quake IIs shadows are
very simple and are prone to render errors.
* **gl_zfix**: Sometimes two or even more surfaces overlap and flicker.
If this cvar is set to `1` the renderer inserts a small gap between
the overlapping surfaces to mitigate the flickering. This may make
@ -353,18 +356,6 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
* `1` - only errors and warnings
* `2` - best-practices validation
* **vk_retexturing**: Apply retexturing:
* `0` - dont use retexturing logic and dont load the high resolution
textures,
* `1` - load the high resolution textures if pack is installed.
* `2` - try to load the pack or scale up all 8bit textures if pack is
not installed.
* **vk_nolerp_list**: list separate by spaces of textures omitted from
bilinear filtering. Used by default to exclude the console and HUD
fonts. Make sure to include the default values when extending the
list.
* **vk_strings**: Print some basic Vulkan/GPU information.
* **vk_mem**: Print dynamic vertex/index/uniform/triangle fan buffer
@ -376,13 +367,6 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
* `0..n` - use device #n (full list of devices is returned by
`vk_strings` command)
* **vk_msaa**: Toggle MSAA:
* `0` - off (default)
* `1` - MSAAx2
* `2` - MSAAx4
* `3` - MSAAx8
* `4` - MSAAx16
* **vk_sampleshading**: Toggle sample shading for MSAA. (default: `1`)
* **vk_flashblend**: Toggle the blending of lights onto the environment.
@ -420,8 +404,6 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
* **vk_particle_max_size**: The maximum size of a rendered particle.
(default: `40`)
* **vk_shadows**: Draw experimental entity shadows. (default: `0`)
* **vk_picmip**: Shrink factor for the textures. (default: `0`)
* **vk_pixel_size**: Pixel size when rendering the world, used to simulate

View file

@ -139,11 +139,11 @@ AnisotropicCallback(void *s)
if (list->curvalue == 0)
{
Cvar_SetValue("gl_anisotropic", 0);
Cvar_SetValue("r_anisotropic", 0);
}
else
{
Cvar_SetValue("gl_anisotropic", pow(2, list->curvalue));
Cvar_SetValue("r_anisotropic", pow(2, list->curvalue));
}
}
@ -248,7 +248,7 @@ ApplyChanges(void *unused)
{
if (gl_msaa_samples->value != 0)
{
Cvar_SetValue("gl_msaa_samples", 0);
Cvar_SetValue("r_msaa_samples", 0);
restart = true;
}
}
@ -256,7 +256,7 @@ ApplyChanges(void *unused)
{
if (gl_msaa_samples->value != pow(2, s_msaa_list.curvalue))
{
Cvar_SetValue("gl_msaa_samples", pow(2, s_msaa_list.curvalue));
Cvar_SetValue("r_msaa_samples", pow(2, s_msaa_list.curvalue));
restart = true;
}
}
@ -410,12 +410,12 @@ VID_MenuInit(void)
if (!gl_anisotropic)
{
gl_anisotropic = Cvar_Get("gl_anisotropic", "0", CVAR_ARCHIVE);
gl_anisotropic = Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
}
if (!gl_msaa_samples)
{
gl_msaa_samples = Cvar_Get("gl_msaa_samples", "0", CVAR_ARCHIVE);
gl_msaa_samples = Cvar_Get("r_msaa_samples", "0", CVAR_ARCHIVE);
}
s_opengl_menu.x = viddef.width * 0.50;

View file

@ -204,16 +204,16 @@ R_TextureMode(char *string)
{
if (gl_anisotropic->value > gl_config.max_anisotropy)
{
ri.Cvar_SetValue("gl_anisotropic", gl_config.max_anisotropy);
ri.Cvar_SetValue("r_anisotropic", gl_config.max_anisotropy);
}
else if (gl_anisotropic->value < 1.0)
{
ri.Cvar_SetValue("gl_anisotropic", 1.0);
ri.Cvar_SetValue("r_anisotropic", 1.0);
}
}
else
{
ri.Cvar_SetValue("gl_anisotropic", 0.0);
ri.Cvar_SetValue("r_anisotropic", 0.0);
}
const char* nolerplist = gl_nolerp_list->string;

View file

@ -1225,7 +1225,7 @@ R_Register(void)
r_modulate = ri.Cvar_Get("r_modulate", "1", CVAR_ARCHIVE);
r_mode = ri.Cvar_Get("r_mode", "4", CVAR_ARCHIVE);
gl_lightmap = ri.Cvar_Get("gl_lightmap", "0", 0);
gl_shadows = ri.Cvar_Get("gl_shadows", "0", CVAR_ARCHIVE);
gl_shadows = ri.Cvar_Get("r_shadows", "0", CVAR_ARCHIVE);
gl1_stencilshadow = ri.Cvar_Get("gl1_stencilshadow", "0", CVAR_ARCHIVE);
gl1_dynamic = ri.Cvar_Get("gl1_dynamic", "1", 0);
gl_nobind = ri.Cvar_Get("gl_nobind", "0", 0);
@ -1245,7 +1245,7 @@ R_Register(void)
gl_texturemode = ri.Cvar_Get("gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE);
gl1_texturealphamode = ri.Cvar_Get("gl1_texturealphamode", "default", CVAR_ARCHIVE);
gl1_texturesolidmode = ri.Cvar_Get("gl1_texturesolidmode", "default", CVAR_ARCHIVE);
gl_anisotropic = ri.Cvar_Get("gl_anisotropic", "0", CVAR_ARCHIVE);
gl_anisotropic = ri.Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
r_lockpvs = ri.Cvar_Get("r_lockpvs", "0", 0);
gl1_palettedtexture = ri.Cvar_Get("gl1_palettedtexture", "0", CVAR_ARCHIVE);
@ -1261,12 +1261,12 @@ R_Register(void)
r_customwidth = ri.Cvar_Get("r_customwidth", "1024", CVAR_ARCHIVE);
r_customheight = ri.Cvar_Get("r_customheight", "768", CVAR_ARCHIVE);
gl_msaa_samples = ri.Cvar_Get ( "gl_msaa_samples", "0", CVAR_ARCHIVE );
gl_msaa_samples = ri.Cvar_Get ( "r_msaa_samples", "0", CVAR_ARCHIVE );
gl_retexturing = ri.Cvar_Get("gl_retexturing", "1", CVAR_ARCHIVE);
gl_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
/* don't bilerp characters and crosshairs */
gl_nolerp_list = ri.Cvar_Get("gl_nolerp_list", "pics/conchars.pcx pics/ch1.pcx pics/ch2.pcx pics/ch3.pcx", 0);
gl_nolerp_list = ri.Cvar_Get("r_nolerp_list", "pics/conchars.pcx pics/ch1.pcx pics/ch2.pcx pics/ch3.pcx", 0);
gl1_stereo = ri.Cvar_Get( "gl1_stereo", "0", CVAR_ARCHIVE );
gl1_stereo_separation = ri.Cvar_Get( "gl1_stereo_separation", "-0.4", CVAR_ARCHIVE );
@ -1351,7 +1351,7 @@ R_SetMode(void)
if (gl_msaa_samples->value != 0.0f)
{
R_Printf(PRINT_ALL, "gl_msaa_samples was %d - will try again with gl_msaa_samples = 0\n", (int)gl_msaa_samples->value);
ri.Cvar_SetValue("gl_msaa_samples", 0.0f);
ri.Cvar_SetValue("r_msaa_samples", 0.0f);
gl_msaa_samples->modified = false;
if ((err = SetMode_impl(&vid.width, &vid.height, r_mode->value, 0)) == rserr_ok)

View file

@ -101,7 +101,7 @@ int RI_PrepareForWindow(void)
{
R_Printf(PRINT_ALL, "MSAA is unsupported: %s\n", SDL_GetError());
ri.Cvar_SetValue ("gl_msaa_samples", 0);
ri.Cvar_SetValue ("r_msaa_samples", 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
@ -110,7 +110,7 @@ int RI_PrepareForWindow(void)
{
R_Printf(PRINT_ALL, "MSAA %ix is unsupported: %s\n", msaa_samples, SDL_GetError());
ri.Cvar_SetValue("gl_msaa_samples", 0);
ri.Cvar_SetValue("r_msaa_samples", 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
@ -124,7 +124,7 @@ int RI_PrepareForWindow(void)
return SDL_WINDOW_OPENGL;
}
/*
* Enables or disabes the vsync.
*/
@ -220,7 +220,7 @@ int RI_InitContext(void* win)
{
if (SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &msaa_samples) == 0)
{
ri.Cvar_SetValue("gl_msaa_samples", msaa_samples);
ri.Cvar_SetValue("r_msaa_samples", msaa_samples);
}
}

View file

@ -76,16 +76,16 @@ GL3_TextureMode(char *string)
{
if (gl_anisotropic->value > gl3config.max_anisotropy)
{
ri.Cvar_SetValue("gl_anisotropic", gl3config.max_anisotropy);
ri.Cvar_SetValue("r_anisotropic", gl3config.max_anisotropy);
}
else if (gl_anisotropic->value < 1.0)
{
ri.Cvar_SetValue("gl_anisotropic", 1.0);
ri.Cvar_SetValue("r_anisotropic", 1.0);
}
}
else
{
ri.Cvar_SetValue("gl_anisotropic", 0.0);
ri.Cvar_SetValue("r_anisotropic", 0.0);
}
gl3image_t *glt;

View file

@ -198,8 +198,8 @@ GL3_Register(void)
gl_drawbuffer = ri.Cvar_Get("gl_drawbuffer", "GL_BACK", 0);
r_vsync = ri.Cvar_Get("r_vsync", "1", CVAR_ARCHIVE);
gl_msaa_samples = ri.Cvar_Get ( "gl_msaa_samples", "0", CVAR_ARCHIVE );
gl_retexturing = ri.Cvar_Get("gl_retexturing", "1", CVAR_ARCHIVE);
gl_msaa_samples = ri.Cvar_Get ( "r_msaa_samples", "0", CVAR_ARCHIVE );
gl_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
gl3_debugcontext = ri.Cvar_Get("gl3_debugcontext", "0", 0);
r_mode = ri.Cvar_Get("r_mode", "4", CVAR_ARCHIVE);
r_customwidth = ri.Cvar_Get("r_customwidth", "1024", CVAR_ARCHIVE);
@ -220,11 +220,11 @@ GL3_Register(void)
r_fixsurfsky = ri.Cvar_Get("r_fixsurfsky", "1", CVAR_ARCHIVE);
/* don't bilerp characters and crosshairs */
gl_nolerp_list = ri.Cvar_Get("gl_nolerp_list", "pics/conchars.pcx pics/ch1.pcx pics/ch2.pcx pics/ch3.pcx", 0);
gl_nolerp_list = ri.Cvar_Get("r_nolerp_list", "pics/conchars.pcx pics/ch1.pcx pics/ch2.pcx pics/ch3.pcx", 0);
gl_nobind = ri.Cvar_Get("gl_nobind", "0", 0);
gl_texturemode = ri.Cvar_Get("gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE);
gl_anisotropic = ri.Cvar_Get("gl_anisotropic", "0", CVAR_ARCHIVE);
gl_anisotropic = ri.Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
vid_fullscreen = ri.Cvar_Get("vid_fullscreen", "0", CVAR_ARCHIVE);
vid_gamma = ri.Cvar_Get("vid_gamma", "1.2", CVAR_ARCHIVE);
@ -235,7 +235,7 @@ GL3_Register(void)
gl3_overbrightbits = ri.Cvar_Get("gl3_overbrightbits", "1.3", CVAR_ARCHIVE);
gl_lightmap = ri.Cvar_Get("gl_lightmap", "0", 0);
gl_shadows = ri.Cvar_Get("gl_shadows", "0", CVAR_ARCHIVE);
gl_shadows = ri.Cvar_Get("r_shadows", "0", CVAR_ARCHIVE);
r_modulate = ri.Cvar_Get("r_modulate", "1", CVAR_ARCHIVE);
gl_zfix = ri.Cvar_Get("gl_zfix", "0", 0);
@ -270,7 +270,7 @@ GL3_Register(void)
//gl_modulate = ri.Cvar_Get("gl_modulate", "1", CVAR_ARCHIVE);
//r_mode = ri.Cvar_Get("r_mode", "4", CVAR_ARCHIVE);
//gl_lightmap = ri.Cvar_Get("gl_lightmap", "0", 0);
//gl_shadows = ri.Cvar_Get("gl_shadows", "0", CVAR_ARCHIVE);
//gl_shadows = ri.Cvar_Get("r_shadows", "0", CVAR_ARCHIVE);
//gl_nobind = ri.Cvar_Get("gl_nobind", "0", 0);
gl_showtris = ri.Cvar_Get("gl_showtris", "0", 0);
gl_showbbox = Cvar_Get("gl_showbbox", "0", 0);
@ -284,7 +284,7 @@ GL3_Register(void)
//gl_texturemode = ri.Cvar_Get("gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE);
gl1_texturealphamode = ri.Cvar_Get("gl1_texturealphamode", "default", CVAR_ARCHIVE);
gl1_texturesolidmode = ri.Cvar_Get("gl1_texturesolidmode", "default", CVAR_ARCHIVE);
//gl_anisotropic = ri.Cvar_Get("gl_anisotropic", "0", CVAR_ARCHIVE);
//gl_anisotropic = ri.Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
//r_lockpvs = ri.Cvar_Get("r_lockpvs", "0", 0);
//gl1_palettedtexture = ri.Cvar_Get("gl1_palettedtexture", "0", CVAR_ARCHIVE); NOPE.
@ -299,9 +299,9 @@ GL3_Register(void)
//r_customwidth = ri.Cvar_Get("r_customwidth", "1024", CVAR_ARCHIVE);
//r_customheight = ri.Cvar_Get("r_customheight", "768", CVAR_ARCHIVE);
//gl_msaa_samples = ri.Cvar_Get ( "gl_msaa_samples", "0", CVAR_ARCHIVE );
//gl_msaa_samples = ri.Cvar_Get ( "r_msaa_samples", "0", CVAR_ARCHIVE );
//gl_retexturing = ri.Cvar_Get("gl_retexturing", "1", CVAR_ARCHIVE);
//gl_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
gl1_stereo = ri.Cvar_Get( "gl1_stereo", "0", CVAR_ARCHIVE );
@ -401,7 +401,7 @@ GL3_SetMode(void)
if (gl_msaa_samples->value != 0.0f)
{
R_Printf(PRINT_ALL, "gl_msaa_samples was %d - will try again with gl_msaa_samples = 0\n", (int)gl_msaa_samples->value);
ri.Cvar_SetValue("gl_msaa_samples", 0.0f);
ri.Cvar_SetValue("r_msaa_samples", 0.0f);
gl_msaa_samples->modified = false;
if ((err = SetMode_impl(&vid.width, &vid.height, r_mode->value, 0)) == rserr_ok)

View file

@ -239,7 +239,7 @@ int GL3_PrepareForWindow(void)
{
R_Printf(PRINT_ALL, "MSAA is unsupported: %s\n", SDL_GetError());
ri.Cvar_SetValue ("gl_msaa_samples", 0);
ri.Cvar_SetValue ("r_msaa_samples", 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
@ -248,7 +248,7 @@ int GL3_PrepareForWindow(void)
{
R_Printf(PRINT_ALL, "MSAA %ix is unsupported: %s\n", msaa_samples, SDL_GetError());
ri.Cvar_SetValue("gl_msaa_samples", 0);
ri.Cvar_SetValue("r_msaa_samples", 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
@ -298,7 +298,7 @@ int GL3_InitContext(void* win)
{
if (SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &msaa_samples) == 0)
{
ri.Cvar_SetValue("gl_msaa_samples", msaa_samples);
ri.Cvar_SetValue("r_msaa_samples", msaa_samples);
}
}

View file

@ -375,7 +375,7 @@ R_RegisterVariables (void)
sw_overbrightbits = ri.Cvar_Get("sw_overbrightbits", "1.0", CVAR_ARCHIVE);
sw_custom_particles = ri.Cvar_Get("sw_custom_particles", "0", CVAR_ARCHIVE);
sw_texture_filtering = ri.Cvar_Get("sw_texture_filtering", "0", CVAR_ARCHIVE);
sw_retexturing = ri.Cvar_Get("sw_retexturing", "0", CVAR_ARCHIVE);
sw_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
sw_gunzposition = ri.Cvar_Get("sw_gunzposition", "8", CVAR_ARCHIVE);
// On MacOS texture is cleaned up after render and code have to copy a whole

View file

@ -1207,7 +1207,7 @@ R_Register( void )
r_lockpvs = ri.Cvar_Get("r_lockpvs", "0", 0);
vk_polyblend = ri.Cvar_Get("vk_polyblend", "1", 0);
r_modulate = ri.Cvar_Get("r_modulate", "1", CVAR_ARCHIVE);
vk_shadows = ri.Cvar_Get("vk_shadows", "0", CVAR_ARCHIVE);
vk_shadows = ri.Cvar_Get("r_shadows", "0", CVAR_ARCHIVE);
vk_pixel_size = ri.Cvar_Get("vk_pixel_size", "1", CVAR_ARCHIVE);
vk_particle_size = ri.Cvar_Get("vk_particle_size", "40", CVAR_ARCHIVE);
vk_particle_att_a = ri.Cvar_Get("vk_particle_att_a", "0.01", CVAR_ARCHIVE);
@ -1218,24 +1218,24 @@ R_Register( void )
vk_custom_particles = ri.Cvar_Get("vk_custom_particles", "1", CVAR_ARCHIVE);
vk_postprocess = ri.Cvar_Get("vk_postprocess", "1", CVAR_ARCHIVE);
vk_dynamic = ri.Cvar_Get("vk_dynamic", "1", 0);
vk_msaa = ri.Cvar_Get("vk_msaa", "0", CVAR_ARCHIVE);
vk_msaa = ri.Cvar_Get("r_msaa_samples", "0", CVAR_ARCHIVE);
vk_showtris = ri.Cvar_Get("vk_showtris", "0", 0);
vk_lightmap = ri.Cvar_Get("vk_lightmap", "0", 0);
vk_texturemode = ri.Cvar_Get("vk_texturemode", "VK_MIPMAP_LINEAR", CVAR_ARCHIVE);
vk_lmaptexturemode = ri.Cvar_Get("vk_lmaptexturemode", "VK_MIPMAP_LINEAR", CVAR_ARCHIVE);
vk_aniso = ri.Cvar_Get("vk_aniso", "1", CVAR_ARCHIVE);
vk_aniso = ri.Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
vk_mip_nearfilter = ri.Cvar_Get("vk_mip_nearfilter", "0", CVAR_ARCHIVE);
vk_sampleshading = ri.Cvar_Get("vk_sampleshading", "1", CVAR_ARCHIVE);
vk_device_idx = ri.Cvar_Get("vk_device", "-1", CVAR_ARCHIVE);
vk_retexturing = ri.Cvar_Get("vk_retexturing", "1", CVAR_ARCHIVE);
vk_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
vk_underwater = ri.Cvar_Get("vk_underwater", "1", CVAR_ARCHIVE);
/* don't bilerp characters and crosshairs */
vk_nolerp_list = ri.Cvar_Get("vk_nolerp_list", "pics/conchars.pcx pics/ch1.pcx pics/ch2.pcx pics/ch3.pcx", 0);
vk_nolerp_list = ri.Cvar_Get("r_nolerp_list", "pics/conchars.pcx pics/ch1.pcx pics/ch2.pcx pics/ch3.pcx", 0);
r_fixsurfsky = ri.Cvar_Get("r_fixsurfsky", "1", CVAR_ARCHIVE);
// clamp vk_msaa to accepted range so that video menu doesn't crash on us
if (vk_msaa->value < 0)
ri.Cvar_Set("vk_msaa", "0");
ri.Cvar_Set("r_msaa_samples", "0");
vid_fullscreen = ri.Cvar_Get("vid_fullscreen", "0", CVAR_ARCHIVE);
vid_gamma = ri.Cvar_Get("vid_gamma", "1.0", CVAR_ARCHIVE);

View file

@ -522,7 +522,7 @@ GLimp_InitGraphics(int fullscreen, int *pwidth, int *pheight)
}
/* Mkay, now the hard work. Let's create the window. */
cvar_t *gl_msaa_samples = Cvar_Get("gl_msaa_samples", "0", CVAR_ARCHIVE);
cvar_t *gl_msaa_samples = Cvar_Get("r_msaa_samples", "0", CVAR_ARCHIVE);
while (1)
{
@ -536,7 +536,7 @@ GLimp_InitGraphics(int fullscreen, int *pwidth, int *pheight)
(int) Cvar_VariableValue("r_mode"), width, height);
/* Try to recover */
Cvar_SetValue("gl_msaa_samples", 0);
Cvar_SetValue("r_msaa_samples", 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);

View file

@ -82,6 +82,11 @@ replacement_t replacements[] = {
{"gl_texturealphamode", "gl1_texturealphamode"},
{"gl_texturesolidmode", "gl1_texturesolidmode"},
{"gl_ztrick", "gl1_ztrick"},
{"gl_msaa_samples", "r_msaa_samples"},
{"gl_nolerp_list", "r_nolerp_list"},
{"gl_retexturing", "r_retexturing"},
{"gl_shadows", "r_shadows"},
{"gl_anisotropic", "r_anisotropic"},
{"intensity", "gl1_intensity"}
};