예제 #1
0
파일: tr_init.c 프로젝트: mtrencseni/quake3
/*
===============
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 );
}
예제 #2
0
/*
===============
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.
}