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Rename 'intensity' to 'gl1_intensity',
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3 changed files with 5 additions and 4 deletions
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@ -1290,11 +1290,11 @@ R_InitImages(void)
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registration_sequence = 1;
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/* init intensity conversions */
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intensity = ri.Cvar_Get("intensity", "2", CVAR_ARCHIVE);
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intensity = ri.Cvar_Get("gl1_intensity", "2", CVAR_ARCHIVE);
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if (intensity->value <= 1)
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{
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ri.Cvar_Set("intensity", "1");
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ri.Cvar_Set("gl1_intensity", "1");
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}
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gl_state.inverse_intensity = 1 / intensity->value;
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@ -80,7 +80,8 @@ replacement_t replacements[] = {
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{"gl_swapinterval", "r_vsync"},
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{"gl_texturealphamode", "gl1_texturealphamode"},
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{"gl_texturesolidmode", "gl1_texturesolidmode"},
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{"gl_ztrick", "gl1_ztrick"}
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{"gl_ztrick", "gl1_ztrick"},
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{"intensity", "gl1_intensity"}
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};
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@ -188,7 +188,7 @@ Graphics (GL renderers only):
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Graphics (GL1 only):
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--------------------
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* **intensity**: Sets the color intensity used for 3D rendering.
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* **gl1_intensity**: Sets the color intensity used for 3D rendering.
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Must be a floating point value, at least `1.0` - default is `2.0`.
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Applied when textures are loaded, so it needs a `vid_restart`!
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