- an attempt at sorting and restructuring tr_bloom.c
- NTSC filter support - added some rgbGen that has entity colors AND lighting, so colorable players don't have to glow - broken image loading time for imagelist
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@@ -54,6 +54,10 @@ int tvWidth;
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int tvHeight;
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int tvinterlace; // leilei - interlace value for height
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//int vresWidth;
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//int vresHeight;
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typedef enum
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{
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RSERR_OK,
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@@ -69,9 +73,11 @@ static const SDL_VideoInfo *videoInfo = NULL;
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cvar_t *r_allowSoftwareGL; // Don't abort out if a hardware visual can't be obtained
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cvar_t *r_tvMode; // leilei - tv mode - force 480i rendering, which is then stretched and interlaced
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cvar_t *r_tvConsoleMode; // leilei - tv mode
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cvar_t *r_tvModeAspect; // leilei - tv mode - to do widescreen and low res tv etc
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cvar_t *r_motionblur; // leilei - moved here to set up accumulation bits
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cvar_t *r_allowResize; // make window resizable
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cvar_t *r_conMode; // leilei - console mode - force native resolutions of various consoles
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cvar_t *r_centerWindow;
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cvar_t *r_sdlDriver;
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@@ -469,6 +475,13 @@ static int GLimp_SetMode(int mode, qboolean fullscreen, qboolean noborder)
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tvWidth = glConfig.vidWidth;
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tvHeight = glConfig.vidHeight;
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vresWidth = glConfig.vidWidth;
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vresHeight = glConfig.vidHeight;
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vresWidth = 640;
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vresHeight = 480;
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if( r_tvMode->integer ){
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@@ -486,10 +499,37 @@ static int GLimp_SetMode(int mode, qboolean fullscreen, qboolean noborder)
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}
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// then change the gl port..
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//vidscreen = SDL_SetVideoMode(tvWidth, tvHeight, colorbits, flags);
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vresWidth = tvWidth;
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vresHeight = tvHeight;
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}
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// leilei - tv mode hack end
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// leilei - console hack
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if( r_tvConsoleMode->integer ){
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if (r_tvConsoleMode->integer == 1) // standard 640x448 console of 6th gen
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{
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glConfig.vidWidth = 640;
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glConfig.vidHeight = 448;
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vresWidth = 640;
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vresHeight = 480;
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}
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if (r_tvConsoleMode->integer == 10) // that other portable
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{
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glConfig.vidWidth = 480;
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glConfig.vidHeight = 272;
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vresWidth = 480;
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vresHeight = 272;
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}
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}
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screen = vidscreen;
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@@ -748,6 +788,8 @@ void GLimp_Init( void )
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r_tvMode = ri.Cvar_Get( "r_tvMode", "0", CVAR_LATCH | CVAR_ARCHIVE );
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r_tvModeAspect = ri.Cvar_Get( "r_tvModeAspect", "0", CVAR_LATCH | CVAR_ARCHIVE ); // yes
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r_tvConsoleMode = ri.Cvar_Get( "r_tvConsoleMode", "0", CVAR_LATCH | CVAR_ARCHIVE );
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// leilei - move motionblur cvar here to get it to not upset the other renderers when setting up an accumulation buffer
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r_motionblur = ri.Cvar_Get( "r_motionblur", "0", CVAR_LATCH | CVAR_ARCHIVE );
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