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Document gl3_colorlight and gl_texturemode
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@ -222,8 +222,9 @@ General cvars:
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* `cl_lights`: Set to `0` to disable the dynamic lightning.
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Both OpenGL renderers:
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* `gl_texturemode`: Set to `GL_NEAREST_MIPMAP_LINEAR` to disable the
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texture filtering, giving a classic pixel look.
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* `gl_texturemode`: Set to `GL_NEAREST` to disable the texture
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filtering, giving a classic pixel look. Additionally disabling
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anisostropic filtering makes it look even more authentic.
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The OpenGL 1.4 renderer:
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@ -236,6 +237,8 @@ The OpenGL 3.2 renderer:
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* `gl3_particle_square`: When set to `1` the particles are rendered as
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squares.
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* `gl3_colorlight`: When set to `0`, the lights and lightmaps are
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colorless (greyscale-only), like in the original soft renderer.
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## Retexturing Packs
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@ -352,6 +352,15 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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the overlapping surfaces to mitigate the flickering. This may make
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things better or worse, depending on the map.
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* **gl_texturemode**: How textures are filtered.
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- `GL_NEAREST`: No filtering (using value of *nearest* source pixel),
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mipmaps not used
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- `GL_LINEAR`: Bilinear filtering, mipmaps not used
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- `GL_LINEAR_MIPMAP_NEAREST`: The default - Bilinear filtering when
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scaling up, using mipmaps with nearest/no filtering when scaling down
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Other supported values: `GL_NEAREST_MIPMAP_NEAREST`,
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`GL_NEAREST_MIPMAP_LINEAR`, `GL_LINEAR_MIPMAP_LINEAR`
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## Graphics (OpenGL 1.4 only)
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@ -403,6 +412,10 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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* **gl3_particle_square**: If set to `1`, particles are rendered as
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squares, like in the old software renderer or Quake 1. Default is `0`.
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* **gl3_colorlight**: When set to `0`, the lights and lightmaps are
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colorless (greyscale-only), like in the original soft renderer.
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Default is `1`.
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## Graphics (Software only)
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