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@@ -55,7 +55,6 @@ cvar_t *r_measureOverdraw;
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cvar_t *r_inGameVideo;
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cvar_t *r_fastsky;
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cvar_t *r_drawSun;
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cvar_t *r_dynamiclight;
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cvar_t *r_dlightBacks;
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@@ -756,7 +755,6 @@ void GfxInfo_f( void )
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ri.Printf( PRINT_ALL, "\nGL_VENDOR: %s\n", glConfig.vendor_string );
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ri.Printf( PRINT_ALL, "GL_RENDERER: %s\n", glConfig.renderer_string );
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ri.Printf( PRINT_ALL, "GL_VERSION: %s\n", glConfig.version_string );
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ri.Printf( PRINT_ALL, "GL_EXTENSIONS: %s\n", glConfig.extensions_string );
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ri.Printf( PRINT_ALL, "GL_MAX_TEXTURE_SIZE: %d\n", glConfig.maxTextureSize );
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ri.Printf( PRINT_ALL, "GL_MAX_ACTIVE_TEXTURES_ARB: %d\n", glConfig.maxActiveTextures );
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ri.Printf( PRINT_ALL, "\nPIXELFORMAT: color(%d-bits) Z(%d-bit) stencil(%d-bits)\n", glConfig.colorBits, glConfig.depthBits, glConfig.stencilBits );
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@@ -803,12 +801,7 @@ void R_Register( void )
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r_ext_compressed_textures = ri.Cvar_Get( "r_ext_compressed_textures", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_ext_gamma_control = ri.Cvar_Get( "r_ext_gamma_control", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_ext_compiled_vertex_array = ri.Cvar_Get( "r_ext_compiled_vertex_array", "1", CVAR_ARCHIVE | CVAR_LATCH);
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#ifdef __linux__ // broken on linux
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r_ext_texture_env_add = ri.Cvar_Get( "r_ext_texture_env_add", "0", CVAR_ARCHIVE | CVAR_LATCH);
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#else
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r_ext_texture_env_add = ri.Cvar_Get( "r_ext_texture_env_add", "1", CVAR_ARCHIVE | CVAR_LATCH);
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#endif
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r_picmip = ri.Cvar_Get ("r_picmip", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_roundImagesDown = ri.Cvar_Get ("r_roundImagesDown", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_colorMipLevels = ri.Cvar_Get ("r_colorMipLevels", "0", CVAR_LATCH );
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@@ -816,11 +809,7 @@ void R_Register( void )
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r_detailTextures = ri.Cvar_Get( "r_detailtextures", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_texturebits = ri.Cvar_Get( "r_texturebits", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_stereo = ri.Cvar_Get( "r_stereo", "0", CVAR_ARCHIVE | CVAR_LATCH );
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#ifdef __linux__
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r_stencilbits = ri.Cvar_Get( "r_stencilbits", "0", CVAR_ARCHIVE | CVAR_LATCH );
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#else
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r_stencilbits = ri.Cvar_Get( "r_stencilbits", "8", CVAR_ARCHIVE | CVAR_LATCH );
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#endif
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r_depthbits = ri.Cvar_Get( "r_depthbits", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_overBrightBits = ri.Cvar_Get ("r_overBrightBits", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_ignorehwgamma = ri.Cvar_Get( "r_ignorehwgamma", "0", CVAR_ARCHIVE | CVAR_LATCH);
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@@ -833,12 +822,7 @@ void R_Register( void )
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r_vertexLight = ri.Cvar_Get( "r_vertexLight", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_uiFullScreen = ri.Cvar_Get( "r_uifullscreen", "0", 0);
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r_subdivisions = ri.Cvar_Get ("r_subdivisions", "4", CVAR_ARCHIVE | CVAR_LATCH);
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#if (defined(MACOS_X) || defined(__linux__)) && defined(SMP)
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// Default to using SMP on Mac OS X or Linux if we have multiple processors
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r_smp = ri.Cvar_Get( "r_smp", Sys_ProcessorCount() > 1 ? "1" : "0", CVAR_ARCHIVE | CVAR_LATCH);
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#else
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r_smp = ri.Cvar_Get( "r_smp", "0", CVAR_ARCHIVE | CVAR_LATCH);
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#endif
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r_ignoreFastPath = ri.Cvar_Get( "r_ignoreFastPath", "1", CVAR_ARCHIVE | CVAR_LATCH );
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//
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@@ -862,7 +846,6 @@ void R_Register( void )
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r_ignoreGLErrors = ri.Cvar_Get( "r_ignoreGLErrors", "1", CVAR_ARCHIVE );
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r_fastsky = ri.Cvar_Get( "r_fastsky", "0", CVAR_ARCHIVE );
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r_inGameVideo = ri.Cvar_Get( "r_inGameVideo", "1", CVAR_ARCHIVE );
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r_drawSun = ri.Cvar_Get( "r_drawSun", "0", CVAR_ARCHIVE );
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r_dynamiclight = ri.Cvar_Get( "r_dynamiclight", "1", CVAR_ARCHIVE );
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r_dlightBacks = ri.Cvar_Get( "r_dlightBacks", "1", CVAR_ARCHIVE );
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r_finish = ri.Cvar_Get ("r_finish", "0", CVAR_ARCHIVE);
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