Revert "rename gl_anisotropic to r_anisotropic"

This reverts commit 49af62477a.
This commit is contained in:
Denis Pauk 2018-09-03 21:22:01 +03:00
parent ff6a40ee8c
commit 6adc4cc81c
11 changed files with 67 additions and 68 deletions

View File

@ -42,7 +42,7 @@ extern cvar_t *vid_gamma;
extern cvar_t *vid_fullscreen;
extern cvar_t *vid_renderer;
static cvar_t *r_vsync;
static cvar_t *r_anisotropic;
static cvar_t *gl_anisotropic;
static cvar_t *gl_msaa_samples;
static menuframework_s s_opengl_menu;
@ -126,11 +126,11 @@ AnisotropicCallback(void *s)
if (list->curvalue == 0)
{
Cvar_SetValue("r_anisotropic", 0);
Cvar_SetValue("gl_anisotropic", 0);
}
else
{
Cvar_SetValue("r_anisotropic", pow(2, list->curvalue));
Cvar_SetValue("gl_anisotropic", pow(2, list->curvalue));
}
}
@ -362,9 +362,9 @@ VID_MenuInit(void)
r_vsync = Cvar_Get("r_vsync", "1", CVAR_ARCHIVE);
}
if (!r_anisotropic)
if (!gl_anisotropic)
{
r_anisotropic = Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
gl_anisotropic = Cvar_Get("gl_anisotropic", "0", CVAR_ARCHIVE);
}
if (!gl_msaa_samples)
@ -462,13 +462,13 @@ VID_MenuInit(void)
s_af_list.generic.callback = AnisotropicCallback;
s_af_list.itemnames = pow2_names;
s_af_list.curvalue = 0;
if (r_anisotropic->value)
if (gl_anisotropic->value)
{
do
{
s_af_list.curvalue++;
} while (pow2_names[s_af_list.curvalue] &&
pow(2, s_af_list.curvalue) <= r_anisotropic->value);
pow(2, s_af_list.curvalue) <= gl_anisotropic->value);
s_af_list.curvalue--;
}

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@ -202,18 +202,18 @@ R_TextureMode(char *string)
/* clamp selected anisotropy */
if (gl_config.anisotropic)
{
if (r_anisotropic->value > gl_config.max_anisotropy)
if (gl_anisotropic->value > gl_config.max_anisotropy)
{
ri.Cvar_SetValue("r_anisotropic", gl_config.max_anisotropy);
ri.Cvar_SetValue("gl_anisotropic", gl_config.max_anisotropy);
}
else if (r_anisotropic->value < 1.0)
else if (gl_anisotropic->value < 1.0)
{
ri.Cvar_SetValue("r_anisotropic", 1.0);
ri.Cvar_SetValue("gl_anisotropic", 1.0);
}
}
else
{
ri.Cvar_SetValue("r_anisotropic", 0.0);
ri.Cvar_SetValue("gl_anisotropic", 0.0);
}
/* change all the existing mipmap texture objects */
@ -228,10 +228,10 @@ R_TextureMode(char *string)
gl_filter_max);
/* Set anisotropic filter if supported and enabled */
if (gl_config.anisotropic && r_anisotropic->value)
if (gl_config.anisotropic && gl_anisotropic->value)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
r_anisotropic->value);
gl_anisotropic->value);
}
}
}
@ -788,10 +788,10 @@ R_Upload32(unsigned *data, int width, int height, qboolean mipmap)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
if (mipmap && gl_config.anisotropic && r_anisotropic->value)
if (mipmap && gl_config.anisotropic && gl_anisotropic->value)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
r_anisotropic->value);
gl_anisotropic->value);
}
return res;
}

View File

@ -124,7 +124,7 @@ cvar_t *r_vsync;
cvar_t *gl_texturemode;
cvar_t *gl1_texturealphamode;
cvar_t *gl1_texturesolidmode;
cvar_t *r_anisotropic;
cvar_t *gl_anisotropic;
cvar_t *r_lockpvs;
cvar_t *gl_msaa_samples;
@ -425,7 +425,7 @@ R_DrawParticles2(int num_particles, const particle_t particles[],
vec3_t up, right;
float scale;
byte color[4];
GLfloat vtx[3*num_particles*3];
GLfloat tex[2*num_particles*3];
GLfloat clr[4*num_particles*3];
@ -433,7 +433,7 @@ R_DrawParticles2(int num_particles, const particle_t particles[],
unsigned int index_tex = 0;
unsigned int index_clr = 0;
unsigned int j;
R_Bind(r_particletexture->texnum);
glDepthMask(GL_FALSE); /* no z buffering */
glEnable(GL_BLEND);
@ -505,7 +505,7 @@ R_DrawParticles2(int num_particles, const particle_t particles[],
glDisableClientState( GL_VERTEX_ARRAY );
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
glDisableClientState( GL_COLOR_ARRAY );
glDisable(GL_BLEND);
glColor4f(1, 1, 1, 1);
glDepthMask(1); /* back to normal Z buffering */
@ -523,12 +523,12 @@ R_DrawParticles(void)
int i;
unsigned char color[4];
const particle_t *p;
GLfloat vtx[3*r_newrefdef.num_particles];
GLfloat clr[4*r_newrefdef.num_particles];
unsigned int index_vtx = 0;
unsigned int index_clr = 0;
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
@ -1241,7 +1241,7 @@ 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);
r_anisotropic = ri.Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
gl_anisotropic = ri.Cvar_Get("gl_anisotropic", "0", CVAR_ARCHIVE);
r_lockpvs = ri.Cvar_Get("r_lockpvs", "0", 0);
gl1_palettedtexture = ri.Cvar_Get("gl1_palettedtexture", "0", CVAR_ARCHIVE);
@ -1676,11 +1676,11 @@ RI_BeginFrame(float camera_separation)
}
/* texturemode stuff */
if (gl_texturemode->modified || (gl_config.anisotropic && r_anisotropic->modified))
if (gl_texturemode->modified || (gl_config.anisotropic && gl_anisotropic->modified))
{
R_TextureMode(gl_texturemode->string);
gl_texturemode->modified = false;
r_anisotropic->modified = false;
gl_anisotropic->modified = false;
}
if (gl1_texturealphamode->modified)
@ -1751,11 +1751,11 @@ R_DrawBeam(entity_t *e)
vec3_t direction, normalized_direction;
vec3_t start_points[NUM_BEAM_SEGS], end_points[NUM_BEAM_SEGS];
vec3_t oldorigin, origin;
GLfloat vtx[3*NUM_BEAM_SEGS*4];
unsigned int index_vtx = 0;
unsigned int pointb;
oldorigin[0] = e->oldorigin[0];
oldorigin[1] = e->oldorigin[1];
oldorigin[2] = e->oldorigin[2];

View File

@ -215,7 +215,7 @@ extern cvar_t *gl1_flashblend;
extern cvar_t *r_modulate;
extern cvar_t *gl_drawbuffer;
extern cvar_t *r_vsync;
extern cvar_t *r_anisotropic;
extern cvar_t *gl_anisotropic;
extern cvar_t *gl_texturemode;
extern cvar_t *gl1_texturealphamode;
extern cvar_t *gl1_texturesolidmode;

View File

@ -74,18 +74,18 @@ GL3_TextureMode(char *string)
/* clamp selected anisotropy */
if (gl3config.anisotropic)
{
if (r_anisotropic->value > gl3config.max_anisotropy)
if (gl_anisotropic->value > gl3config.max_anisotropy)
{
ri.Cvar_SetValue("r_anisotropic", gl3config.max_anisotropy);
ri.Cvar_SetValue("gl_anisotropic", gl3config.max_anisotropy);
}
else if (r_anisotropic->value < 1.0)
else if (gl_anisotropic->value < 1.0)
{
ri.Cvar_SetValue("r_anisotropic", 1.0);
ri.Cvar_SetValue("gl_anisotropic", 1.0);
}
}
else
{
ri.Cvar_SetValue("r_anisotropic", 0.0);
ri.Cvar_SetValue("gl_anisotropic", 0.0);
}
gl3image_t *glt;
@ -101,9 +101,9 @@ GL3_TextureMode(char *string)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
/* Set anisotropic filter if supported and enabled */
if (gl3config.anisotropic && r_anisotropic->value)
if (gl3config.anisotropic && gl_anisotropic->value)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, r_anisotropic->value);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_anisotropic->value);
}
}
}
@ -200,9 +200,9 @@ GL3_Upload32(unsigned *data, int width, int height, qboolean mipmap)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
if (mipmap && gl3config.anisotropic && r_anisotropic->value)
if (mipmap && gl3config.anisotropic && gl_anisotropic->value)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, r_anisotropic->value);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_anisotropic->value);
}
return res;

View File

@ -87,7 +87,7 @@ cvar_t *r_mode;
cvar_t *r_customwidth;
cvar_t *r_customheight;
cvar_t *vid_gamma;
cvar_t *r_anisotropic;
cvar_t *gl_anisotropic;
cvar_t *gl_texturemode;
cvar_t *gl_drawbuffer;
cvar_t *r_clear;
@ -216,7 +216,7 @@ GL3_Register(void)
gl_nobind = ri.Cvar_Get("gl_nobind", "0", 0);
gl_texturemode = ri.Cvar_Get("gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE);
r_anisotropic = ri.Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
gl_anisotropic = ri.Cvar_Get("gl_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);
@ -276,7 +276,7 @@ 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);
//r_anisotropic = ri.Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
//gl_anisotropic = ri.Cvar_Get("gl_anisotropic", "0", CVAR_ARCHIVE);
//r_lockpvs = ri.Cvar_Get("r_lockpvs", "0", 0);
//gl1_palettedtexture = ri.Cvar_Get("gl1_palettedtexture", "0", CVAR_ARCHIVE); NOPE.
@ -1657,11 +1657,11 @@ GL3_BeginFrame(float camera_separation)
}
/* texturemode stuff */
if (gl_texturemode->modified || (gl3config.anisotropic && r_anisotropic->modified))
if (gl_texturemode->modified || (gl3config.anisotropic && gl_anisotropic->modified))
{
GL3_TextureMode(gl_texturemode->string);
gl_texturemode->modified = false;
r_anisotropic->modified = false;
gl_anisotropic->modified = false;
}
if (r_vsync->modified)

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@ -498,7 +498,7 @@ extern cvar_t *r_drawworld;
extern cvar_t *vid_gamma;
extern cvar_t *gl3_intensity;
extern cvar_t *gl3_intensity_2D;
extern cvar_t *r_anisotropic;
extern cvar_t *gl_anisotropic;
extern cvar_t *r_lightlevel;
extern cvar_t *gl3_overbrightbits;

View File

@ -133,7 +133,7 @@ cvar_t *sw_surfcacheoverride;
cvar_t *sw_waterwarp;
static cvar_t *sw_overbrightbits;
cvar_t *sw_custom_particles;
cvar_t *r_anisotropic;
cvar_t *sw_texture_filtering;
cvar_t *r_drawworld;
static cvar_t *r_drawentities;
@ -283,7 +283,7 @@ R_Register (void)
sw_waterwarp = ri.Cvar_Get ("sw_waterwarp", "1", 0);
sw_overbrightbits = ri.Cvar_Get("sw_overbrightbits", "1.0", CVAR_ARCHIVE);
sw_custom_particles = ri.Cvar_Get("sw_custom_particles", "0", CVAR_ARCHIVE);
r_anisotropic = ri.Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
sw_texture_filtering = ri.Cvar_Get("sw_texture_filtering", "0", CVAR_ARCHIVE);
r_mode = ri.Cvar_Get( "r_mode", "0", CVAR_ARCHIVE );
r_lefthand = ri.Cvar_Get( "hand", "0", CVAR_USERINFO | CVAR_ARCHIVE );

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@ -486,7 +486,7 @@ NonTurbulentPow2 (espan_t *pspan)
//====================
// Enable custom filtering
extern cvar_t *r_anisotropic;
extern cvar_t *sw_texture_filtering;
static const int filtering_kernel[2][2][2] = {
{
{0x1 << (SHIFT16XYZ-2), 0x0},
@ -604,7 +604,7 @@ D_DrawSpansPow2 (espan_t *pspan)
pbase = (unsigned char *)cacheblock;
texture_filtering = (int)r_anisotropic->value;
texture_filtering = (int)sw_texture_filtering->value;
sdivzpow2stepu = d_sdivzstepu * spanstep_value;
tdivzpow2stepu = d_tdivzstepu * spanstep_value;
zipow2stepu = d_zistepu * spanstep_value;

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@ -39,7 +39,6 @@ typedef struct
replacement_t replacements[] = {
{"cd_shuffle", "ogg_shuffle"},
{"cl_drawfps", "cl_showfps"},
{"gl_anisotropic", "r_anisotropic"},
{"gl_drawentities", "r_drawentities"},
{"gl_drawworld", "r_drawworld"},
{"gl_fullbright", "r_fullbright"},

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@ -22,7 +22,7 @@ Command line arguments
These are not console variables, they cannot be entered into the
console only be given at the command line at startup. While cvars
are prefixed with a `+` arguments are starting with a `-`. For
are prefixed with a `+` arguments are starting with a `-`. For
example it's `+set busywait 0` (setting the `busywait` cvar) and
`-portable` (setting the `portable` argument).
@ -44,7 +44,7 @@ General:
relatively high CPU usage. If set to `0` Quake II lays itself to sleep
and tells the operating system to send a wakeup signal when it's time
for the next frame. The later is more CPU friendly but rather inaccurate,
especially on Windows. Use with care.
especially on Windows. Use with care.
* **cl_async**: If set to `1` (the default) the client is asynchronous.
The client framerate is fixed, the renderer framerate is variable.
@ -81,7 +81,7 @@ Audio:
* **ogg_enable**: Enable Ogg/Vorbis music playback.
* **ogg_ignoretrack0**: Normally Quake II disabled the background music
if a major objective has been archived by setting the music track to 0.
if a major objective has been archived by setting the music track to 0.
Setting this cvar to `1` disables this behavior, the music keeps playing.
* **s_doppler**: If set to `1` (the default) doppler effects are enabled.
@ -99,14 +99,14 @@ Graphics (all renderers):
* Most old `r_*` cvars, but renamed to `gl_*`
* **vid_displayrefreshrate**: Sets the displays refresh rate. The
* **vid_displayrefreshrate**: Sets the displays refresh rate. The
default `-1` let the game determine the refresh rate automatically.
There's little need to change that. If you do make sure that the refresh
rate is rounded up, e.g. with a display of 59.95hz you should set `60`.
Otherwise the game will render too few frames.
* **vid_renderer**: Selects the renderer library. Possible options are
`gl1` (the default) for the old OpenGL 1.4 renderer and `gl3` for
`gl1` (the default) for the old OpenGL 1.4 renderer and `gl3` for
the new OpenGL 3.2 renderer.
* **cin_force43**: If set to `1` (the default) cinematics are displayed
@ -128,7 +128,7 @@ Graphics (all renderers):
* **horplus**: If set to 1 (the default) the horplus algorithm is used
to calculate an optimal horizontal and vertical field of view, independent
of the window or screen aspect ratio or resolution.
of the window or screen aspect ratio or resolution.
If enabled *fov* is forced to `90`.
* **vid_gamma**: The value used for gamma correction. Higher value looks
@ -136,7 +136,7 @@ Graphics (all renderers):
your whole screen to this value in realtime (except on OSX where it's
applied to textures on load and thus needs a `vid_restart` after changing).
The GL3 renderer applies this to the window in realtime via shaders
(on all platforms).
(on all platforms).
This is also set by the brightness slider in the video menu.
* **r_consolescale** / **r_hudscale** / **r_menuscale**, **crosshair_scale**:
@ -155,7 +155,7 @@ Graphics (all renderers):
* **vid_maxfps**: The maximum framerate, if `cl_async` is `1`. Otherwise
`cl_maxfps` is used as maximum framerate. See `cl_async` description
above for more information.
above for more information.
*Note* that vsync (`r_vsync`) also restricts the framerate to
the monitor refresh rate, so if vsync is enabled, you won't get more than
60fps on most displays (or 120 on a 120hz display etc).
@ -163,15 +163,15 @@ Graphics (all renderers):
* **r_vsync**: Enables the vsync: frames are synchronized with
display refresh rate, should (but doesn't always) prevent tearing.
* **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.
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
@ -199,13 +199,13 @@ Graphics (GL1 only):
--------------------
* **gl1_intensity**: Sets the color intensity used for 3D rendering.
Must be a floating point value, at least `1.0` - default is `2.0`.
Must be a floating point value, at least `1.0` - default is `2.0`.
Applied when textures are loaded, so it needs a `vid_restart`!
* **gl1_overbrightbits**: Enables overbright bits, brightness scaling of
lightmaps and models. Higher values make shadows less dark.
lightmaps and models. Higher values make shadows less dark.
Possible values are `0` (no overbright bits), `1` (correct lighting
for water), `2` (scale by factor 2) and `3` (scale by factor 3).
for water), `2` (scale by factor 2) and `3` (scale by factor 3).
Applied in realtime, does not need `vid_restart`.
* **gl1_stencilshadow**: If `gl_shadows` is set to `1`, this makes them
@ -217,7 +217,7 @@ Graphics (GL3 only):
--------------------
* **gl3_debugcontext**: Enables the OpenGL 3.2 renderers debug context,
e.g. prints warnings and errors emmitted by the GPU driver.
e.g. prints warnings and errors emmitted by the GPU driver.
Not supported on OSX. This is a pure debug cvar and slows down rendering.
* **gl3_intensity**: Sets the color intensity used for 3D rendering.
@ -229,15 +229,15 @@ Graphics (GL3 only):
* **gl3_intensity_2D**: The same for 2D rendering (HUD, menu, console, videos)
* **gl3_overbrightbits**: Enables overbright bits, brightness scaling of
lightmaps and models. Higher values make shadows less dark.
Similar to GL1's `gl1_overbrightbits`, but allows any floating point number.
lightmaps and models. Higher values make shadows less dark.
Similar to GL1's `gl1_overbrightbits`, but allows any floating point number.
Default is `1.3`. In the OpenGL3.2 renderer, no lighting fixes for water
are needed, so `1.0` has no special meaning.
* **gl3_particle_size**: The size of particles - Default is `40`.
* **gl3_particle_fade_factor**: "softness" of particles: higher values
look less soft. Defaults to `1.2`.
look less soft. Defaults to `1.2`.
A value of `10` looks similar to the GL1 particles.
* **gl3_particle_square**: If set to `1`, particles are rendered as squares,