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mirror of https://github.com/FWGS/xash3d-fwgs synced 2024-11-26 03:39:16 +01:00

ref: gl: use FCVAR_GLCONFIG on VBO and detail textures cvars, so it always gets saved to opengl.cfg

This commit is contained in:
Alibek Omarov 2024-10-24 23:31:16 +03:00
parent ed522852cf
commit 25b2c0f7e3

View File

@ -22,17 +22,17 @@ CVAR_DEFINE_AUTO( gl_stencilbits, "8", FCVAR_GLCONFIG|FCVAR_READ_ONLY, "pixelfor
CVAR_DEFINE_AUTO( gl_overbright, "1", FCVAR_GLCONFIG, "overbrights" ); CVAR_DEFINE_AUTO( gl_overbright, "1", FCVAR_GLCONFIG, "overbrights" );
CVAR_DEFINE_AUTO( r_lighting_extended, "1", FCVAR_GLCONFIG, "allow to get lighting from world and bmodels" ); CVAR_DEFINE_AUTO( r_lighting_extended, "1", FCVAR_GLCONFIG, "allow to get lighting from world and bmodels" );
CVAR_DEFINE_AUTO( r_lighting_ambient, "0.3", FCVAR_GLCONFIG, "map ambient lighting scale" ); CVAR_DEFINE_AUTO( r_lighting_ambient, "0.3", FCVAR_GLCONFIG, "map ambient lighting scale" );
CVAR_DEFINE_AUTO( r_detailtextures, "1", FCVAR_ARCHIVE, "enable detail textures support" ); CVAR_DEFINE_AUTO( r_detailtextures, "1", FCVAR_GLCONFIG, "enable detail textures support" );
CVAR_DEFINE_AUTO( r_novis, "0", 0, "ignore vis information (perfomance test)" ); CVAR_DEFINE_AUTO( r_novis, "0", 0, "ignore vis information (perfomance test)" );
CVAR_DEFINE_AUTO( r_nocull, "0", 0, "ignore frustrum culling (perfomance test)" ); CVAR_DEFINE_AUTO( r_nocull, "0", 0, "ignore frustrum culling (perfomance test)" );
CVAR_DEFINE_AUTO( r_lockpvs, "0", FCVAR_CHEAT, "lockpvs area at current point (pvs test)" ); CVAR_DEFINE_AUTO( r_lockpvs, "0", FCVAR_CHEAT, "lockpvs area at current point (pvs test)" );
CVAR_DEFINE_AUTO( r_lockfrustum, "0", FCVAR_CHEAT, "lock frustrum area at current point (cull test)" ); CVAR_DEFINE_AUTO( r_lockfrustum, "0", FCVAR_CHEAT, "lock frustrum area at current point (cull test)" );
CVAR_DEFINE_AUTO( r_traceglow, "0", FCVAR_GLCONFIG, "cull flares behind models" ); CVAR_DEFINE_AUTO( r_traceglow, "0", FCVAR_GLCONFIG, "cull flares behind models" );
CVAR_DEFINE_AUTO( gl_round_down, "2", FCVAR_GLCONFIG|FCVAR_READ_ONLY, "round texture sizes to nearest POT value" ); CVAR_DEFINE_AUTO( gl_round_down, "2", FCVAR_GLCONFIG|FCVAR_READ_ONLY, "round texture sizes to nearest POT value" );
CVAR_DEFINE( r_vbo, "gl_vbo", "0", FCVAR_ARCHIVE, "draw world using VBO (known to be glitchy)" ); CVAR_DEFINE( r_vbo, "gl_vbo", "0", FCVAR_GLCONFIG, "draw world using VBO (known to be glitchy)" );
CVAR_DEFINE( r_vbo_detail, "gl_vbo_detail", "0", FCVAR_ARCHIVE, "detail vbo mode (0: disable, 1: multipass, 2: singlepass, broken decal dlights)" ); CVAR_DEFINE( r_vbo_detail, "gl_vbo_detail", "0", FCVAR_GLCONFIG, "detail vbo mode (0: disable, 1: multipass, 2: singlepass, broken decal dlights)" );
CVAR_DEFINE( r_vbo_dlightmode, "gl_vbo_dlightmode", "1", FCVAR_ARCHIVE, "vbo dlight rendering mode (0-1)" ); CVAR_DEFINE( r_vbo_dlightmode, "gl_vbo_dlightmode", "1", FCVAR_GLCONFIG, "vbo dlight rendering mode (0-1)" );
CVAR_DEFINE( r_vbo_overbrightmode, "gl_vbo_overbrightmode", "0", FCVAR_ARCHIVE, "vbo overbright rendering mode (0-1)" ); CVAR_DEFINE( r_vbo_overbrightmode, "gl_vbo_overbrightmode", "0", FCVAR_GLCONFIG, "vbo overbright rendering mode (0-1)" );
CVAR_DEFINE_AUTO( r_ripple, "0", FCVAR_GLCONFIG, "enable software-like water texture ripple simulation" ); CVAR_DEFINE_AUTO( r_ripple, "0", FCVAR_GLCONFIG, "enable software-like water texture ripple simulation" );
CVAR_DEFINE_AUTO( r_ripple_updatetime, "0.05", FCVAR_GLCONFIG, "how fast ripple simulation is" ); CVAR_DEFINE_AUTO( r_ripple_updatetime, "0.05", FCVAR_GLCONFIG, "how fast ripple simulation is" );
CVAR_DEFINE_AUTO( r_ripple_spawntime, "0.1", FCVAR_GLCONFIG, "how fast new ripples spawn" ); CVAR_DEFINE_AUTO( r_ripple_spawntime, "0.1", FCVAR_GLCONFIG, "how fast new ripples spawn" );