#ifndef _GL_INTERN_H #define _GL_INTERN_H #include "r_defs.h" #include "c_cvars.h" #ifdef _MSC_VER #pragma warning(disable:4244) #endif EXTERN_CVAR(Bool,gl_enhanced_nightvision) EXTERN_CVAR(Int, screenblocks); EXTERN_CVAR(Bool, gl_texture) EXTERN_CVAR(Int, gl_texture_filter) EXTERN_CVAR(Float, gl_texture_filter_anisotropic) EXTERN_CVAR(Int, gl_texture_format) EXTERN_CVAR(Bool, gl_texture_usehires) EXTERN_CVAR(Bool, gl_usefb) EXTERN_CVAR(Int, gl_weaponlight) EXTERN_CVAR (Bool, gl_lights); EXTERN_CVAR (Bool, gl_attachedlights); EXTERN_CVAR (Bool, gl_lights_checkside); EXTERN_CVAR (Float, gl_lights_intensity); EXTERN_CVAR (Float, gl_lights_size); EXTERN_CVAR (Bool, gl_lights_additive); EXTERN_CVAR (Bool, gl_light_sprites); EXTERN_CVAR (Bool, gl_light_particles); EXTERN_CVAR(Int, gl_fogmode) EXTERN_CVAR(Int, gl_lightmode) EXTERN_CVAR(Bool,gl_mirror_envmap) EXTERN_CVAR(Bool,gl_mirrors) EXTERN_CVAR(Bool,gl_mirror_envmap) EXTERN_CVAR(Bool, gl_seamless) EXTERN_CVAR(Float, gl_mask_threshold) EXTERN_CVAR(Float, gl_mask_sprite_threshold) EXTERN_CVAR(Bool, gl_renderbuffers) EXTERN_CVAR(Int, gl_multisample) EXTERN_CVAR(Bool, gl_bloom) EXTERN_CVAR(Float, gl_bloom_amount) EXTERN_CVAR(Int, gl_bloom_kernel_size) EXTERN_CVAR(Int, gl_tonemap) EXTERN_CVAR(Float, gl_exposure) EXTERN_CVAR(Bool, gl_lens) EXTERN_CVAR(Float, gl_lens_k) EXTERN_CVAR(Float, gl_lens_kcube) EXTERN_CVAR(Float, gl_lens_chromatic) EXTERN_CVAR(Int, gl_debug_level) EXTERN_CVAR(Bool, gl_debug_breakpoint) #endif // _GL_INTERN_H