use separate vk_intensity

This commit is contained in:
Denis Pauk 2020-01-18 02:01:39 +02:00 committed by Yamagi
parent 8ae3ce9097
commit 5270cce1a1
2 changed files with 4 additions and 7 deletions

View file

@ -187,8 +187,6 @@ extern cvar_t *vk_retexturing;
extern cvar_t *vid_fullscreen;
extern cvar_t *vid_gamma;
extern cvar_t *intensity;
extern int c_visible_lightmaps;
extern int c_visible_textures;

View file

@ -22,15 +22,14 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "header/vk_local.h"
image_t vktextures[MAX_VKTEXTURES];
int numvktextures;
int base_textureid; // gltextures[i] = base_textureid+i
int numvktextures;
// texture for storing raw image data (cinematics, endscreens, etc.)
qvktexture_t vk_rawTexture = QVVKTEXTURE_INIT;
static byte intensitytable[256];
static unsigned char gammatable[256];
cvar_t *intensity;
static cvar_t *intensity;
extern cvar_t *vk_mip_nearfilter;
unsigned d_8to24table[256];
@ -1660,10 +1659,10 @@ void Vk_InitImages (void)
registration_sequence = 1;
// init intensity conversions
intensity = ri.Cvar_Get("intensity", "2", 0);
intensity = ri.Cvar_Get("vk_intensity", "2", 0);
if (intensity->value <= 1)
ri.Cvar_Set("intensity", "1");
ri.Cvar_Set("vk_intensity", "1");
vk_state.inverse_intensity = 1 / intensity->value;