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https://github.com/yquake2/yquake2remaster.git
synced 2024-11-24 21:41:10 +00:00
Sync variable names for msaa, retexturing and anisotropic filtering #646
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12 changed files with 75 additions and 88 deletions
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@ -229,6 +229,32 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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display refresh rate, should (but doesn't always) prevent tearing.
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Set to `1` for normal vsync and `2` for adaptive vsync.
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* **r_anisotropic**: Anisotropic filtering. Possible values are
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dependent on the GPU driver, most of them support `1`, `2`, `4`, `8`
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and `16`. Anisotropic filtering gives a huge improvement to texture
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quality by a negligible performance impact.
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If vulkan render have used, flag is only toggle anisotropic filtering
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without use specific level.
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* **r_msaa_samples**: Full scene anti aliasing samples. The number of
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samples depends on the GPU driver, most drivers support at least `2`,
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`4` and `8` samples. If an invalid value is set, the value is reverted
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to the highest number of samples supported. Especially on OpenGL 3.2
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anti aliasing is expensive and can lead to a huge performance hit, so
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try setting it to a lower value if the framerate is too low.
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* **r_nolerp_list**: list separate by spaces of textures omitted from
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bilinear filtering. Used by default to exclude the console and HUD
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fonts. Make sure to include the default values when extending the
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list.
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* **r_retexturing**: If set to `1` (the default) and a retexturing pack
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is installed, the high resolution textures are used.
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If set to `2` and vulkan render is used, scale up all 8bit textures.
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* **r_shadows**: Enables rendering of shadows. Quake IIs shadows are
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very simple and are prone to render errors.
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* **vid_displayrefreshrate**: Sets the displays refresh rate. The
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default `-1` let the game determine the refresh rate automatically.
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Often the default setting is okay, but some graphics drivers report
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@ -258,29 +284,6 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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## Graphics (GL renderers only)
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* **gl_anisotropic**: Anisotropic filtering. Possible values are
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dependent on the GPU driver, most of them support `1`, `2`, `4`, `8`
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and `16`. Anisotropic filtering gives a huge improvement to texture
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quality by a negligible performance impact.
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* **gl_msaa_samples**: Full scene anti aliasing samples. The number of
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samples depends on the GPU driver, most drivers support at least `2`,
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`4` and `8` samples. If an invalid value is set, the value is reverted
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to the highest number of samples supported. Especially on OpenGL 3.2
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anti aliasing is expensive and can lead to a huge performance hit, so
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try setting it to a lower value if the framerate is too low.
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* **gl_nolerp_list**: list separate by spaces of textures omitted from
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bilinear filtering. Used by default to exclude the console and HUD
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fonts. Make sure to include the default values when extending the
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list.
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* **gl_retexturing**: If set to `1` (the default) and a retexturing pack
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is installed, the high resolution textures are used.
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* **gl_shadows**: Enables rendering of shadows. Quake IIs shadows are
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very simple and are prone to render errors.
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* **gl_zfix**: Sometimes two or even more surfaces overlap and flicker.
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If this cvar is set to `1` the renderer inserts a small gap between
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the overlapping surfaces to mitigate the flickering. This may make
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@ -353,18 +356,6 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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* `1` - only errors and warnings
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* `2` - best-practices validation
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* **vk_retexturing**: Apply retexturing:
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* `0` - dont use retexturing logic and dont load the high resolution
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textures,
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* `1` - load the high resolution textures if pack is installed.
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* `2` - try to load the pack or scale up all 8bit textures if pack is
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not installed.
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* **vk_nolerp_list**: list separate by spaces of textures omitted from
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bilinear filtering. Used by default to exclude the console and HUD
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fonts. Make sure to include the default values when extending the
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list.
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* **vk_strings**: Print some basic Vulkan/GPU information.
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* **vk_mem**: Print dynamic vertex/index/uniform/triangle fan buffer
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@ -376,13 +367,6 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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* `0..n` - use device #n (full list of devices is returned by
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`vk_strings` command)
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* **vk_msaa**: Toggle MSAA:
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* `0` - off (default)
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* `1` - MSAAx2
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* `2` - MSAAx4
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* `3` - MSAAx8
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* `4` - MSAAx16
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* **vk_sampleshading**: Toggle sample shading for MSAA. (default: `1`)
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* **vk_flashblend**: Toggle the blending of lights onto the environment.
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@ -420,8 +404,6 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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* **vk_particle_max_size**: The maximum size of a rendered particle.
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(default: `40`)
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* **vk_shadows**: Draw experimental entity shadows. (default: `0`)
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* **vk_picmip**: Shrink factor for the textures. (default: `0`)
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* **vk_pixel_size**: Pixel size when rendering the world, used to simulate
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@ -139,11 +139,11 @@ AnisotropicCallback(void *s)
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if (list->curvalue == 0)
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{
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Cvar_SetValue("gl_anisotropic", 0);
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Cvar_SetValue("r_anisotropic", 0);
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}
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else
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{
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Cvar_SetValue("gl_anisotropic", pow(2, list->curvalue));
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Cvar_SetValue("r_anisotropic", pow(2, list->curvalue));
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}
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}
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@ -248,7 +248,7 @@ ApplyChanges(void *unused)
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{
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if (gl_msaa_samples->value != 0)
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{
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Cvar_SetValue("gl_msaa_samples", 0);
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Cvar_SetValue("r_msaa_samples", 0);
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restart = true;
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}
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}
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@ -256,7 +256,7 @@ ApplyChanges(void *unused)
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{
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if (gl_msaa_samples->value != pow(2, s_msaa_list.curvalue))
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{
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Cvar_SetValue("gl_msaa_samples", pow(2, s_msaa_list.curvalue));
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Cvar_SetValue("r_msaa_samples", pow(2, s_msaa_list.curvalue));
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restart = true;
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}
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}
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@ -410,12 +410,12 @@ VID_MenuInit(void)
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if (!gl_anisotropic)
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{
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gl_anisotropic = Cvar_Get("gl_anisotropic", "0", CVAR_ARCHIVE);
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gl_anisotropic = Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
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}
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if (!gl_msaa_samples)
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{
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gl_msaa_samples = Cvar_Get("gl_msaa_samples", "0", CVAR_ARCHIVE);
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gl_msaa_samples = Cvar_Get("r_msaa_samples", "0", CVAR_ARCHIVE);
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}
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s_opengl_menu.x = viddef.width * 0.50;
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@ -204,16 +204,16 @@ R_TextureMode(char *string)
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{
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if (gl_anisotropic->value > gl_config.max_anisotropy)
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{
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ri.Cvar_SetValue("gl_anisotropic", gl_config.max_anisotropy);
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ri.Cvar_SetValue("r_anisotropic", gl_config.max_anisotropy);
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}
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else if (gl_anisotropic->value < 1.0)
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{
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ri.Cvar_SetValue("gl_anisotropic", 1.0);
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ri.Cvar_SetValue("r_anisotropic", 1.0);
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}
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}
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else
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{
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ri.Cvar_SetValue("gl_anisotropic", 0.0);
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ri.Cvar_SetValue("r_anisotropic", 0.0);
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}
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const char* nolerplist = gl_nolerp_list->string;
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@ -1225,7 +1225,7 @@ R_Register(void)
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r_modulate = ri.Cvar_Get("r_modulate", "1", CVAR_ARCHIVE);
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r_mode = ri.Cvar_Get("r_mode", "4", CVAR_ARCHIVE);
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gl_lightmap = ri.Cvar_Get("gl_lightmap", "0", 0);
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gl_shadows = ri.Cvar_Get("gl_shadows", "0", CVAR_ARCHIVE);
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gl_shadows = ri.Cvar_Get("r_shadows", "0", CVAR_ARCHIVE);
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gl1_stencilshadow = ri.Cvar_Get("gl1_stencilshadow", "0", CVAR_ARCHIVE);
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gl1_dynamic = ri.Cvar_Get("gl1_dynamic", "1", 0);
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gl_nobind = ri.Cvar_Get("gl_nobind", "0", 0);
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@ -1245,7 +1245,7 @@ R_Register(void)
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gl_texturemode = ri.Cvar_Get("gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE);
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gl1_texturealphamode = ri.Cvar_Get("gl1_texturealphamode", "default", CVAR_ARCHIVE);
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gl1_texturesolidmode = ri.Cvar_Get("gl1_texturesolidmode", "default", CVAR_ARCHIVE);
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gl_anisotropic = ri.Cvar_Get("gl_anisotropic", "0", CVAR_ARCHIVE);
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gl_anisotropic = ri.Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
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r_lockpvs = ri.Cvar_Get("r_lockpvs", "0", 0);
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gl1_palettedtexture = ri.Cvar_Get("gl1_palettedtexture", "0", CVAR_ARCHIVE);
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@ -1261,12 +1261,12 @@ R_Register(void)
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r_customwidth = ri.Cvar_Get("r_customwidth", "1024", CVAR_ARCHIVE);
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r_customheight = ri.Cvar_Get("r_customheight", "768", CVAR_ARCHIVE);
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gl_msaa_samples = ri.Cvar_Get ( "gl_msaa_samples", "0", CVAR_ARCHIVE );
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gl_msaa_samples = ri.Cvar_Get ( "r_msaa_samples", "0", CVAR_ARCHIVE );
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gl_retexturing = ri.Cvar_Get("gl_retexturing", "1", CVAR_ARCHIVE);
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gl_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
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/* don't bilerp characters and crosshairs */
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gl_nolerp_list = ri.Cvar_Get("gl_nolerp_list", "pics/conchars.pcx pics/ch1.pcx pics/ch2.pcx pics/ch3.pcx", 0);
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gl_nolerp_list = ri.Cvar_Get("r_nolerp_list", "pics/conchars.pcx pics/ch1.pcx pics/ch2.pcx pics/ch3.pcx", 0);
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gl1_stereo = ri.Cvar_Get( "gl1_stereo", "0", CVAR_ARCHIVE );
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gl1_stereo_separation = ri.Cvar_Get( "gl1_stereo_separation", "-0.4", CVAR_ARCHIVE );
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@ -1351,7 +1351,7 @@ R_SetMode(void)
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if (gl_msaa_samples->value != 0.0f)
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{
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R_Printf(PRINT_ALL, "gl_msaa_samples was %d - will try again with gl_msaa_samples = 0\n", (int)gl_msaa_samples->value);
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ri.Cvar_SetValue("gl_msaa_samples", 0.0f);
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ri.Cvar_SetValue("r_msaa_samples", 0.0f);
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gl_msaa_samples->modified = false;
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if ((err = SetMode_impl(&vid.width, &vid.height, r_mode->value, 0)) == rserr_ok)
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@ -101,7 +101,7 @@ int RI_PrepareForWindow(void)
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{
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R_Printf(PRINT_ALL, "MSAA is unsupported: %s\n", SDL_GetError());
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ri.Cvar_SetValue ("gl_msaa_samples", 0);
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ri.Cvar_SetValue ("r_msaa_samples", 0);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
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@ -110,7 +110,7 @@ int RI_PrepareForWindow(void)
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{
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R_Printf(PRINT_ALL, "MSAA %ix is unsupported: %s\n", msaa_samples, SDL_GetError());
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ri.Cvar_SetValue("gl_msaa_samples", 0);
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ri.Cvar_SetValue("r_msaa_samples", 0);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
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@ -124,7 +124,7 @@ int RI_PrepareForWindow(void)
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return SDL_WINDOW_OPENGL;
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}
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/*
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* Enables or disabes the vsync.
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*/
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@ -220,7 +220,7 @@ int RI_InitContext(void* win)
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{
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if (SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &msaa_samples) == 0)
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{
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ri.Cvar_SetValue("gl_msaa_samples", msaa_samples);
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ri.Cvar_SetValue("r_msaa_samples", msaa_samples);
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}
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}
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@ -76,16 +76,16 @@ GL3_TextureMode(char *string)
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{
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if (gl_anisotropic->value > gl3config.max_anisotropy)
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{
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ri.Cvar_SetValue("gl_anisotropic", gl3config.max_anisotropy);
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ri.Cvar_SetValue("r_anisotropic", gl3config.max_anisotropy);
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}
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else if (gl_anisotropic->value < 1.0)
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{
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ri.Cvar_SetValue("gl_anisotropic", 1.0);
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ri.Cvar_SetValue("r_anisotropic", 1.0);
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}
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}
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else
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{
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ri.Cvar_SetValue("gl_anisotropic", 0.0);
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ri.Cvar_SetValue("r_anisotropic", 0.0);
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}
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gl3image_t *glt;
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@ -198,8 +198,8 @@ GL3_Register(void)
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gl_drawbuffer = ri.Cvar_Get("gl_drawbuffer", "GL_BACK", 0);
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r_vsync = ri.Cvar_Get("r_vsync", "1", CVAR_ARCHIVE);
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gl_msaa_samples = ri.Cvar_Get ( "gl_msaa_samples", "0", CVAR_ARCHIVE );
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gl_retexturing = ri.Cvar_Get("gl_retexturing", "1", CVAR_ARCHIVE);
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gl_msaa_samples = ri.Cvar_Get ( "r_msaa_samples", "0", CVAR_ARCHIVE );
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gl_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
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gl3_debugcontext = ri.Cvar_Get("gl3_debugcontext", "0", 0);
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r_mode = ri.Cvar_Get("r_mode", "4", CVAR_ARCHIVE);
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r_customwidth = ri.Cvar_Get("r_customwidth", "1024", CVAR_ARCHIVE);
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@ -220,11 +220,11 @@ GL3_Register(void)
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r_fixsurfsky = ri.Cvar_Get("r_fixsurfsky", "1", CVAR_ARCHIVE);
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/* don't bilerp characters and crosshairs */
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gl_nolerp_list = ri.Cvar_Get("gl_nolerp_list", "pics/conchars.pcx pics/ch1.pcx pics/ch2.pcx pics/ch3.pcx", 0);
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gl_nolerp_list = ri.Cvar_Get("r_nolerp_list", "pics/conchars.pcx pics/ch1.pcx pics/ch2.pcx pics/ch3.pcx", 0);
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gl_nobind = ri.Cvar_Get("gl_nobind", "0", 0);
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gl_texturemode = ri.Cvar_Get("gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE);
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gl_anisotropic = ri.Cvar_Get("gl_anisotropic", "0", CVAR_ARCHIVE);
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gl_anisotropic = ri.Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
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vid_fullscreen = ri.Cvar_Get("vid_fullscreen", "0", CVAR_ARCHIVE);
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vid_gamma = ri.Cvar_Get("vid_gamma", "1.2", CVAR_ARCHIVE);
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@ -235,7 +235,7 @@ GL3_Register(void)
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gl3_overbrightbits = ri.Cvar_Get("gl3_overbrightbits", "1.3", CVAR_ARCHIVE);
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gl_lightmap = ri.Cvar_Get("gl_lightmap", "0", 0);
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gl_shadows = ri.Cvar_Get("gl_shadows", "0", CVAR_ARCHIVE);
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gl_shadows = ri.Cvar_Get("r_shadows", "0", CVAR_ARCHIVE);
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r_modulate = ri.Cvar_Get("r_modulate", "1", CVAR_ARCHIVE);
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gl_zfix = ri.Cvar_Get("gl_zfix", "0", 0);
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@ -270,7 +270,7 @@ GL3_Register(void)
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//gl_modulate = ri.Cvar_Get("gl_modulate", "1", CVAR_ARCHIVE);
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//r_mode = ri.Cvar_Get("r_mode", "4", CVAR_ARCHIVE);
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//gl_lightmap = ri.Cvar_Get("gl_lightmap", "0", 0);
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//gl_shadows = ri.Cvar_Get("gl_shadows", "0", CVAR_ARCHIVE);
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//gl_shadows = ri.Cvar_Get("r_shadows", "0", CVAR_ARCHIVE);
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//gl_nobind = ri.Cvar_Get("gl_nobind", "0", 0);
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gl_showtris = ri.Cvar_Get("gl_showtris", "0", 0);
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gl_showbbox = Cvar_Get("gl_showbbox", "0", 0);
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@ -284,7 +284,7 @@ GL3_Register(void)
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//gl_texturemode = ri.Cvar_Get("gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE);
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gl1_texturealphamode = ri.Cvar_Get("gl1_texturealphamode", "default", CVAR_ARCHIVE);
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gl1_texturesolidmode = ri.Cvar_Get("gl1_texturesolidmode", "default", CVAR_ARCHIVE);
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//gl_anisotropic = ri.Cvar_Get("gl_anisotropic", "0", CVAR_ARCHIVE);
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//gl_anisotropic = ri.Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
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//r_lockpvs = ri.Cvar_Get("r_lockpvs", "0", 0);
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//gl1_palettedtexture = ri.Cvar_Get("gl1_palettedtexture", "0", CVAR_ARCHIVE); NOPE.
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@ -299,9 +299,9 @@ GL3_Register(void)
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//r_customwidth = ri.Cvar_Get("r_customwidth", "1024", CVAR_ARCHIVE);
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//r_customheight = ri.Cvar_Get("r_customheight", "768", CVAR_ARCHIVE);
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//gl_msaa_samples = ri.Cvar_Get ( "gl_msaa_samples", "0", CVAR_ARCHIVE );
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//gl_msaa_samples = ri.Cvar_Get ( "r_msaa_samples", "0", CVAR_ARCHIVE );
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//gl_retexturing = ri.Cvar_Get("gl_retexturing", "1", CVAR_ARCHIVE);
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//gl_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
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gl1_stereo = ri.Cvar_Get( "gl1_stereo", "0", CVAR_ARCHIVE );
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@ -401,7 +401,7 @@ GL3_SetMode(void)
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if (gl_msaa_samples->value != 0.0f)
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{
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R_Printf(PRINT_ALL, "gl_msaa_samples was %d - will try again with gl_msaa_samples = 0\n", (int)gl_msaa_samples->value);
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ri.Cvar_SetValue("gl_msaa_samples", 0.0f);
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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)
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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"}
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue