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ref: change some FCVAR_ARCHIVE to FCVAR_GLCONFIG to save in separate config
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@ -838,25 +838,25 @@ void GL_InitCommands( void )
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r_detailtextures = gEngfuncs.Cvar_Get( "r_detailtextures", "1", FCVAR_ARCHIVE, "enable detail textures support" );
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r_lockpvs = gEngfuncs.Cvar_Get( "r_lockpvs", "0", FCVAR_CHEAT, "lockpvs area at current point (pvs test)" );
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r_lockfrustum = gEngfuncs.Cvar_Get( "r_lockfrustum", "0", FCVAR_CHEAT, "lock frustrum area at current point (cull test)" );
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r_traceglow = gEngfuncs.Cvar_Get( "r_traceglow", "1", FCVAR_ARCHIVE, "cull flares behind models" );
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r_traceglow = gEngfuncs.Cvar_Get( "r_traceglow", "1", FCVAR_GLCONFIG, "cull flares behind models" );
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gl_extensions = gEngfuncs.Cvar_Get( "gl_allow_extensions", "1", FCVAR_GLCONFIG|FCVAR_READ_ONLY, "allow gl_extensions" );
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gl_texture_nearest = gEngfuncs.Cvar_Get( "gl_texture_nearest", "0", FCVAR_ARCHIVE, "disable texture filter" );
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gl_lightmap_nearest = gEngfuncs.Cvar_Get( "gl_lightmap_nearest", "0", FCVAR_ARCHIVE, "disable lightmap filter" );
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gl_check_errors = gEngfuncs.Cvar_Get( "gl_check_errors", "1", FCVAR_ARCHIVE, "ignore video engine errors" );
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gl_texture_anisotropy = gEngfuncs.Cvar_Get( "gl_anisotropy", "8", FCVAR_ARCHIVE, "textures anisotropic filter" );
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gl_texture_lodbias = gEngfuncs.Cvar_Get( "gl_texture_lodbias", "0.0", FCVAR_ARCHIVE, "LOD bias for mipmapped textures (perfomance|quality)" );
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gl_keeptjunctions = gEngfuncs.Cvar_Get( "gl_keeptjunctions", "1", FCVAR_ARCHIVE, "removing tjuncs causes blinking pixels" );
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gl_finish = gEngfuncs.Cvar_Get( "gl_finish", "0", FCVAR_ARCHIVE, "use glFinish instead of glFlush" );
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gl_nosort = gEngfuncs.Cvar_Get( "gl_nosort", "0", FCVAR_ARCHIVE, "disable sorting of translucent surfaces" );
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gl_texture_nearest = gEngfuncs.Cvar_Get( "gl_texture_nearest", "0", FCVAR_GLCONFIG, "disable texture filter" );
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gl_lightmap_nearest = gEngfuncs.Cvar_Get( "gl_lightmap_nearest", "0", FCVAR_GLCONFIG, "disable lightmap filter" );
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gl_check_errors = gEngfuncs.Cvar_Get( "gl_check_errors", "1", FCVAR_GLCONFIG, "ignore video engine errors" );
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gl_texture_anisotropy = gEngfuncs.Cvar_Get( "gl_anisotropy", "8", FCVAR_GLCONFIG, "textures anisotropic filter" );
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gl_texture_lodbias = gEngfuncs.Cvar_Get( "gl_texture_lodbias", "0.0", FCVAR_GLCONFIG, "LOD bias for mipmapped textures (perfomance|quality)" );
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gl_keeptjunctions = gEngfuncs.Cvar_Get( "gl_keeptjunctions", "1", FCVAR_GLCONFIG, "removing tjuncs causes blinking pixels" );
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gl_finish = gEngfuncs.Cvar_Get( "gl_finish", "0", FCVAR_GLCONFIG, "use glFinish instead of glFlush" );
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gl_nosort = gEngfuncs.Cvar_Get( "gl_nosort", "0", FCVAR_GLCONFIG, "disable sorting of translucent surfaces" );
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gl_test = gEngfuncs.Cvar_Get( "gl_test", "0", 0, "engine developer cvar for quick testing new features" );
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gl_wireframe = gEngfuncs.Cvar_Get( "gl_wireframe", "0", FCVAR_ARCHIVE|FCVAR_SPONLY, "show wireframe overlay" );
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gl_msaa = gEngfuncs.Cvar_Get( "gl_msaa", "1", FCVAR_ARCHIVE, "enable or disable multisample anti-aliasing" );
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gl_wireframe = gEngfuncs.Cvar_Get( "gl_wireframe", "0", FCVAR_GLCONFIG|FCVAR_SPONLY, "show wireframe overlay" );
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gl_msaa = gEngfuncs.Cvar_Get( "gl_msaa", "1", FCVAR_GLCONFIG, "enable or disable multisample anti-aliasing" );
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gl_stencilbits = gEngfuncs.Cvar_Get( "gl_stencilbits", "8", FCVAR_GLCONFIG|FCVAR_READ_ONLY, "pixelformat stencil bits (0 - auto)" );
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gl_round_down = gEngfuncs.Cvar_Get( "gl_round_down", "2", FCVAR_GLCONFIG|FCVAR_READ_ONLY, "round texture sizes to nearest POT value" );
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// these cvar not used by engine but some mods requires this
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gl_polyoffset = gEngfuncs.Cvar_Get( "gl_polyoffset", "2.0", FCVAR_ARCHIVE, "polygon offset for decals" );
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gl_polyoffset = gEngfuncs.Cvar_Get( "gl_polyoffset", "2.0", FCVAR_GLCONFIG, "polygon offset for decals" );
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// make sure gl_vsync is checked after vid_restart
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SetBits( gl_vsync->flags, FCVAR_CHANGED );
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@ -148,8 +148,8 @@ R_StudioInit
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*/
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void R_StudioInit( void )
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{
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r_studio_sort_textures = gEngfuncs.Cvar_Get( "r_studio_sort_textures", "0", FCVAR_ARCHIVE, "change draw order for additive meshes" );
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r_studio_drawelements = gEngfuncs.Cvar_Get( "r_studio_drawelements", "1", FCVAR_ARCHIVE, "use glDrawElements for studiomodels" );
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r_studio_sort_textures = gEngfuncs.Cvar_Get( "r_studio_sort_textures", "0", FCVAR_GLCONFIG, "change draw order for additive meshes" );
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r_studio_drawelements = gEngfuncs.Cvar_Get( "r_studio_drawelements", "1", FCVAR_GLCONFIG, "use glDrawElements for studiomodels" );
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Matrix3x4_LoadIdentity( g_studio.rotationmatrix );
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@ -1915,8 +1915,6 @@ qboolean GAME_EXPORT R_Init( void )
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RETRIEVE_ENGINE_SHARED_CVAR_LIST();
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r_fullbright = gEngfuncs.Cvar_Get( "r_fullbright", "0", FCVAR_CHEAT, "disable lightmaps, get fullbright for entities" );
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// sw_aliasstats = ri.Cvar_Get ("sw_polymodelstats", "0", 0);
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// sw_allow_modex = ri.Cvar_Get( "sw_allow_modex", "1", CVAR_ARCHIVE );
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sw_clearcolor = gEngfuncs.Cvar_Get ("sw_clearcolor", "48999", 0, "screen clear color");
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@ -1933,7 +1931,7 @@ qboolean GAME_EXPORT R_Init( void )
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sw_waterwarp = gEngfuncs.Cvar_Get ("sw_waterwarp", "1", FCVAR_GLCONFIG, "nothing");
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sw_notransbrushes = gEngfuncs.Cvar_Get( "sw_notransbrushes", "0", FCVAR_GLCONFIG, "do not apply transparency to water/glasses (faster)");
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sw_noalphabrushes = gEngfuncs.Cvar_Get( "sw_noalphabrushes", "0", FCVAR_GLCONFIG, "do not draw brush holes (faster)");
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r_traceglow = gEngfuncs.Cvar_Get( "r_traceglow", "1", FCVAR_ARCHIVE, "cull flares behind models" );
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r_traceglow = gEngfuncs.Cvar_Get( "r_traceglow", "1", FCVAR_GLCONFIG, "cull flares behind models" );
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#ifndef DISABLE_TEXFILTER
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sw_texfilt = gEngfuncs.Cvar_Get ("sw_texfilt", "0", FCVAR_GLCONFIG, "texture dither");
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#endif
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