- r_tvMode is now r_virtualMode

- r_virtualMode now takes the same modes from r_mode, rather than specifically 640x480 and 320x240
- cleaning up a bunch of warnings and general code refactoring
- r_lightmapBits - specify color depth of the lightmap
- added a few more r_modes
- r_iconBits - specify the color depth of icon elements, saves a bit of vram and the loss is questionably perceptable with all those flat colors anyway
- r_textureDither - work in progress dither for 16-bit textures
- deprecate r_shadeSpecular
- safelewd: load from models/player, so we can hit models/playerfs/ directory
This commit is contained in:
leilei-
2015-03-16 02:10:19 -04:00
parent fd5f8bc4a6
commit 3597b3cefa
9 changed files with 238 additions and 300 deletions

View File

@@ -1334,7 +1334,6 @@ extern cvar_t *r_lensReflectionBrightness;
extern cvar_t *r_ext_paletted_texture; // leilei - Paletted Texture
extern cvar_t *r_specMode;
extern cvar_t *r_shadeSpecular; // leilei - allows the special specular diffuse shading
//extern cvar_t *r_waveMode;
extern cvar_t *r_flaresDlight;
@@ -1354,7 +1353,8 @@ extern cvar_t *r_ntsc; // Leilei - ntsc
extern cvar_t *r_tvMode; // Leilei - tv faking mode
extern cvar_t *r_tvModeForceAspect; // Leilei - retain aspect of the tv's mode
extern cvar_t *r_tvConsoleMode; // Leilei - tv faking mode
extern cvar_t *r_tvFilter; // Leilei - filter to use
extern cvar_t *r_retroAA; // Leilei - old console anti aliasing
@@ -1369,12 +1369,17 @@ extern cvar_t *r_leidebug; // Leilei - debug only!
extern cvar_t *r_leidebugeye; // Leilei - debug only!
extern cvar_t *r_iconmip; // leilei - icon mip - picmip for 2d icons
extern cvar_t *r_iconBits; // leilei - icon color depth for 2d icons
extern cvar_t *r_lightmapBits; // leilei - lightmap color depth
extern cvar_t *r_texdump; // leilei - texture dumping
extern cvar_t *r_detailTextureScale; // leilei - scale tweak the detail textures, 0 doesn't tweak at all.
extern cvar_t *r_detailTextureLayers; // leilei - add in more smaller detail texture layers, expensive!
extern cvar_t *r_textureDither; // leilei - apply dithering for lower texture bits
//====================================================================
void R_SwapBuffers( int );