/* =============== R_Register =============== */ void R_Register( void ) { // // latched and archived variables // r_glDriver = ri.Cvar_Get( "r_glDriver", OPENGL_DRIVER_NAME, CVAR_ARCHIVE | CVAR_LATCH ); r_allowExtensions = ri.Cvar_Get( "r_allowExtensions", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_ext_compressed_textures = ri.Cvar_Get( "r_ext_compressed_textures", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_ext_gamma_control = ri.Cvar_Get( "r_ext_gamma_control", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_ext_multitexture = ri.Cvar_Get( "r_ext_multitexture", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_ext_compiled_vertex_array = ri.Cvar_Get( "r_ext_compiled_vertex_array", "1", CVAR_ARCHIVE | CVAR_LATCH); #ifdef __linux__ // broken on linux r_ext_texture_env_add = ri.Cvar_Get( "r_ext_texture_env_add", "0", CVAR_ARCHIVE | CVAR_LATCH); #else r_ext_texture_env_add = ri.Cvar_Get( "r_ext_texture_env_add", "1", CVAR_ARCHIVE | CVAR_LATCH); #endif r_picmip = ri.Cvar_Get ("r_picmip", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_roundImagesDown = ri.Cvar_Get ("r_roundImagesDown", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_colorMipLevels = ri.Cvar_Get ("r_colorMipLevels", "0", CVAR_LATCH ); AssertCvarRange( r_picmip, 0, 16, qtrue ); r_detailTextures = ri.Cvar_Get( "r_detailtextures", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_texturebits = ri.Cvar_Get( "r_texturebits", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_colorbits = ri.Cvar_Get( "r_colorbits", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_stereo = ri.Cvar_Get( "r_stereo", "0", CVAR_ARCHIVE | CVAR_LATCH ); #ifdef __linux__ r_stencilbits = ri.Cvar_Get( "r_stencilbits", "0", CVAR_ARCHIVE | CVAR_LATCH ); #else r_stencilbits = ri.Cvar_Get( "r_stencilbits", "8", CVAR_ARCHIVE | CVAR_LATCH ); #endif r_depthbits = ri.Cvar_Get( "r_depthbits", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_overBrightBits = ri.Cvar_Get ("r_overBrightBits", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_ignorehwgamma = ri.Cvar_Get( "r_ignorehwgamma", "0", CVAR_ARCHIVE | CVAR_LATCH); r_mode = ri.Cvar_Get( "r_mode", "3", CVAR_ARCHIVE | CVAR_LATCH ); r_fullscreen = ri.Cvar_Get( "r_fullscreen", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_customwidth = ri.Cvar_Get( "r_customwidth", "1600", CVAR_ARCHIVE | CVAR_LATCH ); r_customheight = ri.Cvar_Get( "r_customheight", "1024", CVAR_ARCHIVE | CVAR_LATCH ); r_customaspect = ri.Cvar_Get( "r_customaspect", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_simpleMipMaps = ri.Cvar_Get( "r_simpleMipMaps", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_vertexLight = ri.Cvar_Get( "r_vertexLight", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_uiFullScreen = ri.Cvar_Get( "r_uifullscreen", "0", 0); r_subdivisions = ri.Cvar_Get ("r_subdivisions", "4", CVAR_ARCHIVE | CVAR_LATCH); #if (defined(MACOS_X) || defined(__linux__)) && defined(SMP) // Default to using SMP on Mac OS X or Linux if we have multiple processors r_smp = ri.Cvar_Get( "r_smp", Sys_ProcessorCount() > 1 ? "1" : "0", CVAR_ARCHIVE | CVAR_LATCH); #else r_smp = ri.Cvar_Get( "r_smp", "0", CVAR_ARCHIVE | CVAR_LATCH); #endif r_ignoreFastPath = ri.Cvar_Get( "r_ignoreFastPath", "1", CVAR_ARCHIVE | CVAR_LATCH ); // // temporary latched variables that can only change over a restart // r_displayRefresh = ri.Cvar_Get( "r_displayRefresh", "0", CVAR_LATCH ); AssertCvarRange( r_displayRefresh, 0, 200, qtrue ); r_fullbright = ri.Cvar_Get ("r_fullbright", "0", CVAR_LATCH|CVAR_CHEAT ); r_mapOverBrightBits = ri.Cvar_Get ("r_mapOverBrightBits", "2", CVAR_LATCH ); r_intensity = ri.Cvar_Get ("r_intensity", "1", CVAR_LATCH ); r_singleShader = ri.Cvar_Get ("r_singleShader", "0", CVAR_CHEAT | CVAR_LATCH ); // // archived variables that can change at any time // r_lodCurveError = ri.Cvar_Get( "r_lodCurveError", "250", CVAR_ARCHIVE|CVAR_CHEAT ); r_lodbias = ri.Cvar_Get( "r_lodbias", "0", CVAR_ARCHIVE ); r_flares = ri.Cvar_Get ("r_flares", "0", CVAR_ARCHIVE ); r_znear = ri.Cvar_Get( "r_znear", "4", CVAR_CHEAT ); AssertCvarRange( r_znear, 0.001f, 200, qtrue ); r_ignoreGLErrors = ri.Cvar_Get( "r_ignoreGLErrors", "1", CVAR_ARCHIVE ); r_fastsky = ri.Cvar_Get( "r_fastsky", "0", CVAR_ARCHIVE ); r_inGameVideo = ri.Cvar_Get( "r_inGameVideo", "1", CVAR_ARCHIVE ); r_drawSun = ri.Cvar_Get( "r_drawSun", "0", CVAR_ARCHIVE ); r_dynamiclight = ri.Cvar_Get( "r_dynamiclight", "1", CVAR_ARCHIVE ); r_dlightBacks = ri.Cvar_Get( "r_dlightBacks", "1", CVAR_ARCHIVE ); r_finish = ri.Cvar_Get ("r_finish", "0", CVAR_ARCHIVE); r_textureMode = ri.Cvar_Get( "r_textureMode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE ); r_swapInterval = ri.Cvar_Get( "r_swapInterval", "0", CVAR_ARCHIVE ); #ifdef __MACOS__ r_gamma = ri.Cvar_Get( "r_gamma", "1.2", CVAR_ARCHIVE ); #else r_gamma = ri.Cvar_Get( "r_gamma", "1", CVAR_ARCHIVE ); #endif r_facePlaneCull = ri.Cvar_Get ("r_facePlaneCull", "1", CVAR_ARCHIVE ); r_railWidth = ri.Cvar_Get( "r_railWidth", "16", CVAR_ARCHIVE ); r_railCoreWidth = ri.Cvar_Get( "r_railCoreWidth", "6", CVAR_ARCHIVE ); r_railSegmentLength = ri.Cvar_Get( "r_railSegmentLength", "32", CVAR_ARCHIVE ); r_primitives = ri.Cvar_Get( "r_primitives", "0", CVAR_ARCHIVE ); r_ambientScale = ri.Cvar_Get( "r_ambientScale", "0.6", CVAR_CHEAT ); r_directedScale = ri.Cvar_Get( "r_directedScale", "1", CVAR_CHEAT ); // // temporary variables that can change at any time // r_showImages = ri.Cvar_Get( "r_showImages", "0", CVAR_TEMP ); r_debugLight = ri.Cvar_Get( "r_debuglight", "0", CVAR_TEMP ); r_debugSort = ri.Cvar_Get( "r_debugSort", "0", CVAR_CHEAT ); r_printShaders = ri.Cvar_Get( "r_printShaders", "0", 0 ); r_saveFontData = ri.Cvar_Get( "r_saveFontData", "0", 0 ); r_nocurves = ri.Cvar_Get ("r_nocurves", "0", CVAR_CHEAT ); r_drawworld = ri.Cvar_Get ("r_drawworld", "1", CVAR_CHEAT ); r_lightmap = ri.Cvar_Get ("r_lightmap", "0", 0 ); r_portalOnly = ri.Cvar_Get ("r_portalOnly", "0", CVAR_CHEAT ); r_flareSize = ri.Cvar_Get ("r_flareSize", "40", CVAR_CHEAT); r_flareFade = ri.Cvar_Get ("r_flareFade", "7", CVAR_CHEAT); r_showSmp = ri.Cvar_Get ("r_showSmp", "0", CVAR_CHEAT); r_skipBackEnd = ri.Cvar_Get ("r_skipBackEnd", "0", CVAR_CHEAT); r_measureOverdraw = ri.Cvar_Get( "r_measureOverdraw", "0", CVAR_CHEAT ); r_lodscale = ri.Cvar_Get( "r_lodscale", "5", CVAR_CHEAT ); r_norefresh = ri.Cvar_Get ("r_norefresh", "0", CVAR_CHEAT); r_drawentities = ri.Cvar_Get ("r_drawentities", "1", CVAR_CHEAT ); r_ignore = ri.Cvar_Get( "r_ignore", "1", CVAR_CHEAT ); r_nocull = ri.Cvar_Get ("r_nocull", "0", CVAR_CHEAT); r_novis = ri.Cvar_Get ("r_novis", "0", CVAR_CHEAT); r_showcluster = ri.Cvar_Get ("r_showcluster", "0", CVAR_CHEAT); r_speeds = ri.Cvar_Get ("r_speeds", "0", CVAR_CHEAT); r_verbose = ri.Cvar_Get( "r_verbose", "0", CVAR_CHEAT ); r_logFile = ri.Cvar_Get( "r_logFile", "0", CVAR_CHEAT ); r_debugSurface = ri.Cvar_Get ("r_debugSurface", "0", CVAR_CHEAT); r_nobind = ri.Cvar_Get ("r_nobind", "0", CVAR_CHEAT); r_showtris = ri.Cvar_Get ("r_showtris", "0", CVAR_CHEAT); r_showsky = ri.Cvar_Get ("r_showsky", "0", CVAR_CHEAT); r_shownormals = ri.Cvar_Get ("r_shownormals", "0", CVAR_CHEAT); r_clear = ri.Cvar_Get ("r_clear", "0", CVAR_CHEAT); r_offsetFactor = ri.Cvar_Get( "r_offsetfactor", "-1", CVAR_CHEAT ); r_offsetUnits = ri.Cvar_Get( "r_offsetunits", "-2", CVAR_CHEAT ); r_drawBuffer = ri.Cvar_Get( "r_drawBuffer", "GL_BACK", CVAR_CHEAT ); r_lockpvs = ri.Cvar_Get ("r_lockpvs", "0", CVAR_CHEAT); r_noportals = ri.Cvar_Get ("r_noportals", "0", CVAR_CHEAT); r_shadows = ri.Cvar_Get( "cg_shadows", "1", 0 ); r_maxpolys = ri.Cvar_Get( "r_maxpolys", va("%d", MAX_POLYS), 0); r_maxpolyverts = ri.Cvar_Get( "r_maxpolyverts", va("%d", MAX_POLYVERTS), 0); // make sure all the commands added here are also // removed in R_Shutdown ri.Cmd_AddCommand( "imagelist", R_ImageList_f ); ri.Cmd_AddCommand( "shaderlist", R_ShaderList_f ); ri.Cmd_AddCommand( "skinlist", R_SkinList_f ); ri.Cmd_AddCommand( "modellist", R_Modellist_f ); ri.Cmd_AddCommand( "modelist", R_ModeList_f ); ri.Cmd_AddCommand( "screenshot", R_ScreenShot_f ); ri.Cmd_AddCommand( "screenshotJPEG", R_ScreenShotJPEG_f ); ri.Cmd_AddCommand( "gfxinfo", GfxInfo_f ); }
/* =============== R_Register =============== */ void R_Register( void ) { // // latched and archived variables // r_glDriver = ri.Cvar_Get( "r_glDriver", OPENGL_DRIVER_NAME, CVAR_ARCHIVE | CVAR_LATCH ); r_allowExtensions = ri.Cvar_Get( "r_allowExtensions", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_ext_compressed_textures = ri.Cvar_Get( "r_ext_compressed_textures", "1", CVAR_ARCHIVE | CVAR_LATCH ); // (SA) ew, a spelling change I missed from the missionpack r_ext_gamma_control = ri.Cvar_Get( "r_ext_gamma_control", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_ext_multitexture = ri.Cvar_Get( "r_ext_multitexture", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_ext_compiled_vertex_array = ri.Cvar_Get( "r_ext_compiled_vertex_array", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_glIgnoreWicked3D = ri.Cvar_Get( "r_glIgnoreWicked3D", "0", CVAR_ARCHIVE | CVAR_LATCH ); //----(SA) added r_ext_ATI_pntriangles = ri.Cvar_Get( "r_ext_ATI_pntriangles", "0", CVAR_ARCHIVE | CVAR_LATCH ); //----(SA) default to '0' r_ati_truform_tess = ri.Cvar_Get( "r_ati_truform_tess", "1", CVAR_ARCHIVE ); // GR - Change default mode -- linear doesn't do much... r_ati_truform_normalmode = ri.Cvar_Get( "r_ati_truform_normalmode", "QUADRATIC", CVAR_ARCHIVE ); r_ati_truform_pointmode = ri.Cvar_Get( "r_ati_truform_pointmode", "CUBIC", CVAR_ARCHIVE ); r_ati_fsaa_samples = ri.Cvar_Get( "r_ati_fsaa_samples", "1", CVAR_ARCHIVE ); //DAJ valids are 1, 2, 4 r_ext_texture_filter_anisotropic = ri.Cvar_Get( "r_ext_texture_filter_anisotropic", "0", CVAR_ARCHIVE ); r_ext_NV_fog_dist = ri.Cvar_Get( "r_ext_NV_fog_dist", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_nv_fogdist_mode = ri.Cvar_Get( "r_nv_fogdist_mode", "GL_EYE_RADIAL_NV", CVAR_ARCHIVE ); // default to 'looking good' //----(SA) end #if defined( __unix__ ) && !defined( __APPLE__ ) // broken on linux r_ext_texture_env_add = ri.Cvar_Get( "r_ext_texture_env_add", "0", CVAR_ARCHIVE | CVAR_LATCH ); #else r_ext_texture_env_add = ri.Cvar_Get( "r_ext_texture_env_add", "1", CVAR_ARCHIVE | CVAR_LATCH ); #endif r_picmip = ri.Cvar_Get( "r_picmip", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_picmip2 = ri.Cvar_Get( "r_picmip2", "2", CVAR_ARCHIVE | CVAR_LATCH ); // used for character skins picmipping at a different level from the rest of the game r_roundImagesDown = ri.Cvar_Get( "r_roundImagesDown", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_lowMemTextureSize = ri.Cvar_Get( "r_lowMemTextureSize", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_lowMemTextureThreshold = ri.Cvar_Get( "r_lowMemTextureThreshold", "15.0", CVAR_ARCHIVE | CVAR_LATCH ); r_rmse = ri.Cvar_Get( "r_rmse", "0.0", CVAR_ARCHIVE | CVAR_LATCH ); r_colorMipLevels = ri.Cvar_Get( "r_colorMipLevels", "0", CVAR_LATCH ); AssertCvarRange( r_picmip, 0, 16, qtrue ); AssertCvarRange( r_picmip2, 0, 16, qtrue ); r_detailTextures = ri.Cvar_Get( "r_detailtextures", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_texturebits = ri.Cvar_Get( "r_texturebits", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_colorbits = ri.Cvar_Get( "r_colorbits", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_stereo = ri.Cvar_Get( "r_stereo", "0", CVAR_ARCHIVE | CVAR_LATCH ); #if defined ( __unix__ ) && !defined ( __APPLE__ ) r_stencilbits = ri.Cvar_Get( "r_stencilbits", "0", CVAR_ARCHIVE | CVAR_LATCH ); #elif defined ( __MACOS__ ) { // extern long gSystemVersion; // if(gSystemVersion >= 0x1000) // r_stencilbits = ri.Cvar_Get( "r_stencilbits", "8", CVAR_ARCHIVE | CVAR_LATCH ); // else r_stencilbits = ri.Cvar_Get( "r_stencilbits", "0", CVAR_ARCHIVE | CVAR_LATCH ); } #else r_stencilbits = ri.Cvar_Get( "r_stencilbits", "8", CVAR_ARCHIVE | CVAR_LATCH ); #endif r_depthbits = ri.Cvar_Get( "r_depthbits", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_overBrightBits = ri.Cvar_Get( "r_overBrightBits", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_ignorehwgamma = ri.Cvar_Get( "r_ignorehwgamma", "1", CVAR_ARCHIVE | CVAR_LATCH ); //----(SA) changed this to default to '1' for Drew r_mode = ri.Cvar_Get( "r_mode", "3", CVAR_ARCHIVE | CVAR_LATCH ); r_fullscreen = ri.Cvar_Get( "r_fullscreen", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_customwidth = ri.Cvar_Get( "r_customwidth", "1600", CVAR_ARCHIVE | CVAR_LATCH ); r_customheight = ri.Cvar_Get( "r_customheight", "1024", CVAR_ARCHIVE | CVAR_LATCH ); r_customaspect = ri.Cvar_Get( "r_customaspect", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_simpleMipMaps = ri.Cvar_Get( "r_simpleMipMaps", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_vertexLight = ri.Cvar_Get( "r_vertexLight", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_uiFullScreen = ri.Cvar_Get( "r_uifullscreen", "0", 0 ); r_subdivisions = ri.Cvar_Get( "r_subdivisions", "4", CVAR_ARCHIVE | CVAR_LATCH ); #ifdef MACOS_X // Default to using SMP on Mac OS X if we have multiple processors r_smp = ri.Cvar_Get( "r_smp", Sys_ProcessorCount() > 1 ? "1" : "0", CVAR_ARCHIVE | CVAR_LATCH ); #else r_smp = ri.Cvar_Get( "r_smp", "0", CVAR_ARCHIVE | CVAR_LATCH ); #endif r_ignoreFastPath = ri.Cvar_Get( "r_ignoreFastPath", "1", CVAR_ARCHIVE | CVAR_LATCH ); // // temporary latched variables that can only change over a restart // r_displayRefresh = ri.Cvar_Get( "r_displayRefresh", "0", CVAR_LATCH ); AssertCvarRange( r_displayRefresh, 0, 200, qtrue ); r_fullbright = ri.Cvar_Get( "r_fullbright", "0", CVAR_LATCH | CVAR_CHEAT ); r_mapOverBrightBits = ri.Cvar_Get( "r_mapOverBrightBits", "2", CVAR_LATCH ); r_intensity = ri.Cvar_Get( "r_intensity", "1", CVAR_LATCH ); r_singleShader = ri.Cvar_Get( "r_singleShader", "0", CVAR_CHEAT | CVAR_LATCH ); // // archived variables that can change at any time // r_lodCurveError = ri.Cvar_Get( "r_lodCurveError", "250", CVAR_ARCHIVE ); r_lodbias = ri.Cvar_Get( "r_lodbias", "0", CVAR_ARCHIVE ); r_flares = ri.Cvar_Get( "r_flares", "1", CVAR_ARCHIVE ); r_znear = ri.Cvar_Get( "r_znear", "4", CVAR_CHEAT ); AssertCvarRange( r_znear, 0.001f, 200, qtrue ); //----(SA) added r_zfar = ri.Cvar_Get( "r_zfar", "0", CVAR_CHEAT ); //----(SA) end r_ignoreGLErrors = ri.Cvar_Get( "r_ignoreGLErrors", "1", CVAR_ARCHIVE ); r_fastsky = ri.Cvar_Get( "r_fastsky", "0", CVAR_ARCHIVE ); r_inGameVideo = ri.Cvar_Get( "r_inGameVideo", "1", CVAR_ARCHIVE ); r_drawSun = ri.Cvar_Get( "r_drawSun", "1", CVAR_ARCHIVE ); r_dynamiclight = ri.Cvar_Get( "r_dynamiclight", "1", CVAR_ARCHIVE ); r_dlightScale = ri.Cvar_Get( "r_dlightScale", "1.0", CVAR_ARCHIVE ); //----(SA) added r_dlightBacks = ri.Cvar_Get( "r_dlightBacks", "1", CVAR_ARCHIVE ); r_finish = ri.Cvar_Get( "r_finish", "0", CVAR_ARCHIVE ); r_textureMode = ri.Cvar_Get( "r_textureMode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE ); r_swapInterval = ri.Cvar_Get( "r_swapInterval", "0", CVAR_ARCHIVE ); #ifdef __MACOS__ r_gamma = ri.Cvar_Get( "r_gamma", "1.2", CVAR_ARCHIVE ); #else r_gamma = ri.Cvar_Get( "r_gamma", "1.3", CVAR_ARCHIVE ); #endif r_facePlaneCull = ri.Cvar_Get( "r_facePlaneCull", "1", CVAR_ARCHIVE ); r_railWidth = ri.Cvar_Get( "r_railWidth", "16", CVAR_ARCHIVE ); r_railCoreWidth = ri.Cvar_Get( "r_railCoreWidth", "1", CVAR_ARCHIVE ); r_railSegmentLength = ri.Cvar_Get( "r_railSegmentLength", "32", CVAR_ARCHIVE ); r_waterFogColor = ri.Cvar_Get( "r_waterFogColor", "0", CVAR_ROM ); //----(SA) added r_mapFogColor = ri.Cvar_Get( "r_mapFogColor", "0", CVAR_ROM ); //----(SA) added r_savegameFogColor = ri.Cvar_Get( "r_savegameFogColor", "0", CVAR_ROM ); //----(SA) added r_primitives = ri.Cvar_Get( "r_primitives", "0", CVAR_ARCHIVE ); r_ambientScale = ri.Cvar_Get( "r_ambientScale", "0.5", CVAR_CHEAT ); r_directedScale = ri.Cvar_Get( "r_directedScale", "1", CVAR_CHEAT ); // // temporary variables that can change at any time // r_showImages = ri.Cvar_Get( "r_showImages", "0", CVAR_TEMP ); r_debugLight = ri.Cvar_Get( "r_debuglight", "0", CVAR_TEMP ); r_debugSort = ri.Cvar_Get( "r_debugSort", "0", CVAR_CHEAT ); r_printShaders = ri.Cvar_Get( "r_printShaders", "0", 0 ); r_saveFontData = ri.Cvar_Get( "r_saveFontData", "0", 0 ); // Ridah // show_bug.cgi?id=440 // NOTE TTimo: r_cache is disabled by default in SP ri.Cvar_Set( "r_cache", "0" ); r_cache = ri.Cvar_Get( "r_cache", "1", CVAR_LATCH ); // leaving it as this for backwards compability. but it caches models and shaders also // (SA) disabling cacheshaders ri.Cvar_Set( "r_cacheShaders", "0" ); r_cacheShaders = ri.Cvar_Get( "r_cacheShaders", "0", CVAR_LATCH ); //----(SA) end r_cacheModels = ri.Cvar_Get( "r_cacheModels", "1", CVAR_LATCH ); r_compressModels = ri.Cvar_Get( "r_compressModels", "0", 0 ); // converts MD3 -> MDC at run-time r_exportCompressedModels = ri.Cvar_Get( "r_exportCompressedModels", "0", 0 ); // saves compressed models r_cacheGathering = ri.Cvar_Get( "cl_cacheGathering", "0", 0 ); r_buildScript = ri.Cvar_Get( "com_buildscript", "0", 0 ); r_bonesDebug = ri.Cvar_Get( "r_bonesDebug", "0", CVAR_CHEAT ); // done. // Rafael - wolf fog r_wolffog = ri.Cvar_Get( "r_wolffog", "1", 0 ); // done r_nocurves = ri.Cvar_Get( "r_nocurves", "0", CVAR_CHEAT ); r_drawworld = ri.Cvar_Get( "r_drawworld", "1", CVAR_CHEAT ); r_lightmap = ri.Cvar_Get( "r_lightmap", "0", CVAR_CHEAT ); r_portalOnly = ri.Cvar_Get( "r_portalOnly", "0", CVAR_CHEAT ); r_flareSize = ri.Cvar_Get( "r_flareSize", "40", CVAR_CHEAT ); r_flareFade = ri.Cvar_Get( "r_flareFade", "5", CVAR_CHEAT ); r_showSmp = ri.Cvar_Get( "r_showSmp", "0", CVAR_CHEAT ); r_skipBackEnd = ri.Cvar_Get( "r_skipBackEnd", "0", CVAR_CHEAT ); r_measureOverdraw = ri.Cvar_Get( "r_measureOverdraw", "0", CVAR_CHEAT ); r_lodscale = ri.Cvar_Get( "r_lodscale", "5", CVAR_CHEAT ); r_norefresh = ri.Cvar_Get( "r_norefresh", "0", CVAR_CHEAT ); r_drawentities = ri.Cvar_Get( "r_drawentities", "1", CVAR_CHEAT ); r_ignore = ri.Cvar_Get( "r_ignore", "1", CVAR_CHEAT ); r_nocull = ri.Cvar_Get( "r_nocull", "0", CVAR_CHEAT ); r_novis = ri.Cvar_Get( "r_novis", "0", CVAR_CHEAT ); r_showcluster = ri.Cvar_Get( "r_showcluster", "0", CVAR_CHEAT ); r_speeds = ri.Cvar_Get( "r_speeds", "0", CVAR_CHEAT ); r_verbose = ri.Cvar_Get( "r_verbose", "0", CVAR_CHEAT ); r_logFile = ri.Cvar_Get( "r_logFile", "0", CVAR_CHEAT ); r_debugSurface = ri.Cvar_Get( "r_debugSurface", "0", CVAR_CHEAT ); r_nobind = ri.Cvar_Get( "r_nobind", "0", CVAR_CHEAT ); r_showtris = ri.Cvar_Get( "r_showtris", "0", CVAR_CHEAT ); r_showsky = ri.Cvar_Get( "r_showsky", "0", CVAR_CHEAT ); r_shownormals = ri.Cvar_Get( "r_shownormals", "0", CVAR_CHEAT ); r_clear = ri.Cvar_Get( "r_clear", "0", CVAR_CHEAT ); r_offsetFactor = ri.Cvar_Get( "r_offsetfactor", "-1", CVAR_CHEAT ); r_offsetUnits = ri.Cvar_Get( "r_offsetunits", "-2", CVAR_CHEAT ); r_drawBuffer = ri.Cvar_Get( "r_drawBuffer", "GL_BACK", CVAR_CHEAT ); r_lockpvs = ri.Cvar_Get( "r_lockpvs", "0", CVAR_CHEAT ); r_noportals = ri.Cvar_Get( "r_noportals", "0", CVAR_CHEAT ); r_shadows = ri.Cvar_Get( "cg_shadows", "1", 0 ); r_shadows = ri.Cvar_Get( "cg_shadows", "1", 0 ); r_portalsky = ri.Cvar_Get( "cg_skybox", "1", 0 ); r_maxpolys = ri.Cvar_Get( "r_maxpolys", va( "%d", MAX_POLYS ), 0 ); r_maxpolyverts = ri.Cvar_Get( "r_maxpolyverts", va( "%d", MAX_POLYVERTS ), 0 ); r_highQualityVideo = ri.Cvar_Get( "r_highQualityVideo", "1", CVAR_ARCHIVE ); // make sure all the commands added here are also // removed in R_Shutdown ri.Cmd_AddCommand( "imagelist", R_ImageList_f ); ri.Cmd_AddCommand( "shaderlist", R_ShaderList_f ); ri.Cmd_AddCommand( "skinlist", R_SkinList_f ); ri.Cmd_AddCommand( "modellist", R_Modellist_f ); ri.Cmd_AddCommand( "modelist", R_ModeList_f ); ri.Cmd_AddCommand( "screenshot", R_ScreenShot_f ); ri.Cmd_AddCommand( "screenshotJPEG", R_ScreenShotJPEG_f ); ri.Cmd_AddCommand( "gfxinfo", GfxInfo_f ); ri.Cmd_AddCommand( "taginfo", R_TagInfo_f ); // Ridah ri.Cmd_AddCommand( "cropimages", R_CropImages_f ); // done. }