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https://github.com/yquake2/yquake2remaster.git
synced 2025-02-17 01:21:12 +00:00
Rename gl_swapinterval to r_vsync.
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parent
74ac58eb5a
commit
b87465886e
9 changed files with 29 additions and 28 deletions
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@ -41,7 +41,7 @@ extern cvar_t *scr_viewsize;
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extern cvar_t *vid_gamma;
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extern cvar_t *vid_fullscreen;
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extern cvar_t *vid_renderer;
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static cvar_t *gl_swapinterval;
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static cvar_t *r_vsync;
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static cvar_t *gl_anisotropic;
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static cvar_t *gl_msaa_samples;
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@ -210,9 +210,9 @@ ApplyChanges(void *unused)
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Cvar_SetValue("vid_fullscreen", s_fs_box.curvalue);
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/* vertical sync */
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if (gl_swapinterval->value != s_vsync_list.curvalue)
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if (r_vsync->value != s_vsync_list.curvalue)
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{
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Cvar_SetValue("gl_swapinterval", s_vsync_list.curvalue);
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Cvar_SetValue("r_vsync", s_vsync_list.curvalue);
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restart = true;
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}
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@ -368,9 +368,9 @@ VID_MenuInit(void)
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vid_renderer = Cvar_Get("vid_renderer", "gl1", CVAR_ARCHIVE);
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}
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if (!gl_swapinterval)
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if (!r_vsync)
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{
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gl_swapinterval = Cvar_Get("gl_swapinterval", "1", CVAR_ARCHIVE);
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r_vsync = Cvar_Get("r_vsync", "1", CVAR_ARCHIVE);
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}
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if (!gl_anisotropic)
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@ -464,7 +464,7 @@ VID_MenuInit(void)
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s_vsync_list.generic.x = 0;
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s_vsync_list.generic.y = (y += 10);
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s_vsync_list.itemnames = yesno_names;
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s_vsync_list.curvalue = (gl_swapinterval->value != 0);
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s_vsync_list.curvalue = (r_vsync->value != 0);
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s_af_list.generic.type = MTYPE_SPINCONTROL;
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s_af_list.generic.name = "aniso filtering";
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@ -213,7 +213,7 @@ extern cvar_t *gl1_polyblend;
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extern cvar_t *gl1_flashblend;
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extern cvar_t *r_modulate;
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extern cvar_t *gl_drawbuffer;
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extern cvar_t *gl_swapinterval;
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extern cvar_t *r_vsync;
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extern cvar_t *gl_anisotropic;
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extern cvar_t *gl_texturemode;
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extern cvar_t *gl_texturealphamode;
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@ -120,7 +120,7 @@ cvar_t *gl_cull;
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cvar_t *gl1_polyblend;
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cvar_t *gl1_flashblend;
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cvar_t *gl1_saturatelighting;
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cvar_t *gl_swapinterval;
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cvar_t *r_vsync;
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cvar_t *gl_texturemode;
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cvar_t *gl_texturealphamode;
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cvar_t *gl_texturesolidmode;
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@ -1247,7 +1247,7 @@ R_Register(void)
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gl1_pointparameters = ri.Cvar_Get("gl1_pointparameters", "1", CVAR_ARCHIVE);
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gl_drawbuffer = ri.Cvar_Get("gl_drawbuffer", "GL_BACK", 0);
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gl_swapinterval = ri.Cvar_Get("gl_swapinterval", "1", CVAR_ARCHIVE);
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r_vsync = ri.Cvar_Get("r_vsync", "1", CVAR_ARCHIVE);
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gl1_saturatelighting = ri.Cvar_Get("gl1_saturatelighting", "0", 0);
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@ -1719,9 +1719,9 @@ RI_BeginFrame(float camera_separation)
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gl_texturesolidmode->modified = false;
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}
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if (gl_swapinterval->modified)
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if (r_vsync->modified)
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{
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gl_swapinterval->modified = false;
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r_vsync->modified = false;
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RI_SetSwapInterval();
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}
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@ -338,7 +338,7 @@ int RI_PrepareForWindow(void)
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#if !SDL_VERSION_ATLEAST(2, 0, 0)
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/* Set vsync - For SDL1.2, this must be done before creating the window */
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SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, gl_swapinterval->value ? 1 : 0);
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SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, r_vsync->value ? 1 : 0);
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#endif
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if (gl_msaa_samples->value)
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@ -380,10 +380,10 @@ void RI_SetSwapInterval(void)
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{
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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/* Set vsync - TODO: -1 could be set for "late swap tearing" */
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SDL_GL_SetSwapInterval(gl_swapinterval->value ? 1 : 0);
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SDL_GL_SetSwapInterval(r_vsync->value ? 1 : 0);
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vsyncActive = SDL_GL_GetSwapInterval() != 0;
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#else
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R_Printf(PRINT_ALL, "SDL1.2 requires a vid_restart to apply changes to gl_swapinterval (vsync)!\n");
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R_Printf(PRINT_ALL, "SDL1.2 requires a vid_restart to apply changes to r_vsync (vsync)!\n");
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#endif
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}
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@ -435,7 +435,7 @@ int RI_InitContext(void* win)
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/* For SDL2, this must be done after creating the window */
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RI_SetSwapInterval();
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#else // SDL1.2 - set vsyncActive to whatever is configured, hoping it was actually set
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vsyncActive = gl_swapinterval->value ? 1 : 0;
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vsyncActive = r_vsync->value ? 1 : 0;
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#endif
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/* Initialize the stencil buffer */
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@ -83,7 +83,7 @@ const hmm_mat4 gl3_identityMat4 = {{
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}};
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cvar_t *gl_msaa_samples;
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cvar_t *gl_swapinterval;
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cvar_t *r_vsync;
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cvar_t *gl_retexturing;
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cvar_t *vid_fullscreen;
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cvar_t *r_mode;
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@ -196,7 +196,7 @@ GL3_Register(void)
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r_farsee = ri.Cvar_Get("gl_farsee", "0", CVAR_LATCH | CVAR_ARCHIVE);
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gl_drawbuffer = ri.Cvar_Get("gl_drawbuffer", "GL_BACK", 0);
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gl_swapinterval = ri.Cvar_Get("gl_swapinterval", "1", CVAR_ARCHIVE);
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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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gl3_debugcontext = ri.Cvar_Get("gl3_debugcontext", "0", 0);
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@ -284,7 +284,7 @@ GL3_Register(void)
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gl1_pointparameters = ri.Cvar_Get("gl1_pointparameters", "1", CVAR_ARCHIVE);
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//gl_drawbuffer = ri.Cvar_Get("gl_drawbuffer", "GL_BACK", 0);
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//gl_swapinterval = ri.Cvar_Get("gl_swapinterval", "1", CVAR_ARCHIVE);
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//r_vsync = ri.Cvar_Get("r_vsync", "1", CVAR_ARCHIVE);
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//vid_fullscreen = ri.Cvar_Get("vid_fullscreen", "0", CVAR_ARCHIVE);
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@ -1693,9 +1693,9 @@ GL3_BeginFrame(float camera_separation)
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gl_anisotropic->modified = false;
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}
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if(gl_swapinterval->modified)
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if(r_vsync->modified)
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{
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gl_swapinterval->modified = false;
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r_vsync->modified = false;
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GL3_SetSwapInterval();
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}
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@ -91,7 +91,7 @@ int GL3_PrepareForWindow(void)
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#if !SDL_VERSION_ATLEAST(2, 0, 0)
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/* Set vsync - For SDL1.2, this must be done before creating the window */
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SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, gl_swapinterval->value ? 1 : 0);
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SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, r_vsync->value ? 1 : 0);
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#endif
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if (gl_msaa_samples->value)
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@ -219,7 +219,7 @@ int GL3_InitContext(void* win)
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/* For SDL2, this must be done after creating the window */
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GL3_SetSwapInterval();
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#else // SDL1.2 - set vsyncActive to whatever is configured, hoping it was actually set
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vsyncActive = gl_swapinterval->value ? 1 : 0;
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vsyncActive = r_vsync->value ? 1 : 0;
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#endif
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/* Initialize the stencil buffer */
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@ -287,10 +287,10 @@ void GL3_SetSwapInterval(void)
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{
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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/* Set vsync - TODO: -1 could be set for "late swap tearing" */
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SDL_GL_SetSwapInterval(gl_swapinterval->value ? 1 : 0);
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SDL_GL_SetSwapInterval(r_vsync->value ? 1 : 0);
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vsyncActive = SDL_GL_GetSwapInterval() != 0;
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#else
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R_Printf(PRINT_ALL, "SDL1.2 requires a vid_restart to apply changes to gl_swapinterval (vsync)!\n");
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R_Printf(PRINT_ALL, "SDL1.2 requires a vid_restart to apply changes to r_vsync (vsync)!\n");
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#endif
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}
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@ -479,7 +479,7 @@ extern void GL3_UpdateUBOLights(void);
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// ############ Cvars ###########
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extern cvar_t *gl_msaa_samples;
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extern cvar_t *gl_swapinterval;
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extern cvar_t *r_vsync;
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extern cvar_t *gl_retexturing;
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extern cvar_t *vid_fullscreen;
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extern cvar_t *r_mode;
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@ -76,7 +76,8 @@ replacement_t replacements[] = {
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{"gl_stereo", "gl1_stereo"},
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{"gl_stereo_separation", "gl1_stereo_separation"},
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{"gl_stereo_anaglyph_colors", "gl1_stereo_anaglyph_colors"},
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{"gl_stereo_convergence", "gl1_stereo_convergence"}
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{"gl_stereo_convergence", "gl1_stereo_convergence"},
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{"gl_swapinterval", "r_vsync"}
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};
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@ -121,7 +121,7 @@ Graphics (all renderers):
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* **vid_maxfps**: The maximum framerate, if `cl_async` is `1`. Otherwise
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`cl_maxfps` is used as maximum framerate. See `cl_async` description
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above for more information.
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*Note* that vsync (`gl_swapinterval`) also restricts the framerate to
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*Note* that vsync (`r_vsync`) also restricts the framerate to
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the monitor refresh rate, so if vsync is enabled, you won't get more than
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60fps on most displays (or 120 on a 120hz display etc).
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@ -142,7 +142,7 @@ Graphics (all renderers):
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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_swapinterval**: Enables the vsync: frames are synchronized with
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* **r_vsync**: Enables the vsync: frames are synchronized with
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display refresh rate, should (but doesn't always) prevent tearing.
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* **gl_zfix**: Sometimes two or even more surfaces overlap and flicker.
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