doom3-gpl
Doom 3 GPL source release
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Go to the source code of this file.
Classes | |
struct | vidmode_s |
Macros | |
#define | Q_ALLOCATE_MEMORY_NV "wglAllocateMemoryNV" |
#define | Q_FREE_MEMORY_NV "wglFreeMemoryNV" |
#define | MAX_BLENDS 256 |
Typedefs | |
typedef struct vidmode_s | vidmode_t |
Variables | |
glconfig_t | glConfig |
const char * | r_rendererArgs [] = { "best", "arb", "arb2", "Cg", "exp", "nv10", "nv20", "r200", NULL } |
idCVar | r_inhibitFragmentProgram ("r_inhibitFragmentProgram","0", CVAR_RENDERER|CVAR_BOOL,"ignore the fragment program extension") |
idCVar | r_glDriver ("r_glDriver","", CVAR_RENDERER,"\"opengl32\", etc.") |
idCVar | r_useLightPortalFlow ("r_useLightPortalFlow","1", CVAR_RENDERER|CVAR_BOOL,"use a more precise area reference determination") |
idCVar | r_multiSamples ("r_multiSamples","0", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_INTEGER,"number of antialiasing samples") |
idCVar | r_mode ("r_mode","3", CVAR_ARCHIVE|CVAR_RENDERER|CVAR_INTEGER,"video mode number") |
idCVar | r_displayRefresh ("r_displayRefresh","0", CVAR_RENDERER|CVAR_INTEGER|CVAR_NOCHEAT,"optional display refresh rate option for vid mode", 0.0f, 200.0f) |
idCVar | r_fullscreen ("r_fullscreen","1", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_BOOL,"0 = windowed, 1 = full screen") |
idCVar | r_customWidth ("r_customWidth","720", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_INTEGER,"custom screen width. set r_mode to -1 to activate") |
idCVar | r_customHeight ("r_customHeight","486", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_INTEGER,"custom screen height. set r_mode to -1 to activate") |
idCVar | r_singleTriangle ("r_singleTriangle","0", CVAR_RENDERER|CVAR_BOOL,"only draw a single triangle per primitive") |
idCVar | r_checkBounds ("r_checkBounds","0", CVAR_RENDERER|CVAR_BOOL,"compare all surface bounds with precalculated ones") |
idCVar | r_useNV20MonoLights ("r_useNV20MonoLights","1", CVAR_RENDERER|CVAR_INTEGER,"use pass optimization for mono lights") |
idCVar | r_useConstantMaterials ("r_useConstantMaterials","1", CVAR_RENDERER|CVAR_BOOL,"use pre-calculated material registers if possible") |
idCVar | r_useTripleTextureARB ("r_useTripleTextureARB","1", CVAR_RENDERER|CVAR_BOOL,"cards with 3+ texture units do a two pass instead of three pass") |
idCVar | r_useSilRemap ("r_useSilRemap","1", CVAR_RENDERER|CVAR_BOOL,"consider verts with the same XYZ, but different ST the same for shadows") |
idCVar | r_useNodeCommonChildren ("r_useNodeCommonChildren","1", CVAR_RENDERER|CVAR_BOOL,"stop pushing reference bounds early when possible") |
idCVar | r_useShadowProjectedCull ("r_useShadowProjectedCull","1", CVAR_RENDERER|CVAR_BOOL,"discard triangles outside light volume before shadowing") |
idCVar | r_useShadowVertexProgram ("r_useShadowVertexProgram","1", CVAR_RENDERER|CVAR_BOOL,"do the shadow projection in the vertex program on capable cards") |
idCVar | r_useShadowSurfaceScissor ("r_useShadowSurfaceScissor","1", CVAR_RENDERER|CVAR_BOOL,"scissor shadows by the scissor rect of the interaction surfaces") |
idCVar | r_useInteractionTable ("r_useInteractionTable","1", CVAR_RENDERER|CVAR_BOOL,"create a full entityDefs * lightDefs table to make finding interactions faster") |
idCVar | r_useTurboShadow ("r_useTurboShadow","1", CVAR_RENDERER|CVAR_BOOL,"use the infinite projection with W technique for dynamic shadows") |
idCVar | r_useTwoSidedStencil ("r_useTwoSidedStencil","1", CVAR_RENDERER|CVAR_BOOL,"do stencil shadows in one pass with different ops on each side") |
idCVar | r_useDeferredTangents ("r_useDeferredTangents","1", CVAR_RENDERER|CVAR_BOOL,"defer tangents calculations after deform") |
idCVar | r_useCachedDynamicModels ("r_useCachedDynamicModels","1", CVAR_RENDERER|CVAR_BOOL,"cache snapshots of dynamic models") |
idCVar | r_useVertexBuffers ("r_useVertexBuffers","1", CVAR_RENDERER|CVAR_INTEGER,"use ARB_vertex_buffer_object for vertexes", 0, 1, idCmdSystem::ArgCompletion_Integer< 0, 1 >) |
idCVar | r_useIndexBuffers ("r_useIndexBuffers","0", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_INTEGER,"use ARB_vertex_buffer_object for indexes", 0, 1, idCmdSystem::ArgCompletion_Integer< 0, 1 >) |
idCVar | r_useStateCaching ("r_useStateCaching","1", CVAR_RENDERER|CVAR_BOOL,"avoid redundant state changes in GL_*() calls") |
idCVar | r_useInfiniteFarZ ("r_useInfiniteFarZ","1", CVAR_RENDERER|CVAR_BOOL,"use the no-far-clip-plane trick") |
idCVar | r_znear ("r_znear","3", CVAR_RENDERER|CVAR_FLOAT,"near Z clip plane distance", 0.001f, 200.0f) |
idCVar | r_ignoreGLErrors ("r_ignoreGLErrors","1", CVAR_RENDERER|CVAR_BOOL,"ignore GL errors") |
idCVar | r_finish ("r_finish","0", CVAR_RENDERER|CVAR_BOOL,"force a call to glFinish() every frame") |
idCVar | r_swapInterval ("r_swapInterval","0", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_INTEGER,"changes wglSwapIntarval") |
idCVar | r_gamma ("r_gamma","1", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_FLOAT,"changes gamma tables", 0.5f, 3.0f) |
idCVar | r_brightness ("r_brightness","1", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_FLOAT,"changes gamma tables", 0.5f, 2.0f) |
idCVar | r_renderer ("r_renderer","best", CVAR_RENDERER|CVAR_ARCHIVE,"hardware specific renderer path to use", r_rendererArgs, idCmdSystem::ArgCompletion_String< r_rendererArgs >) |
idCVar | r_jitter ("r_jitter","0", CVAR_RENDERER|CVAR_BOOL,"randomly subpixel jitter the projection matrix") |
idCVar | r_skipSuppress ("r_skipSuppress","0", CVAR_RENDERER|CVAR_BOOL,"ignore the per-view suppressions") |
idCVar | r_skipPostProcess ("r_skipPostProcess","0", CVAR_RENDERER|CVAR_BOOL,"skip all post-process renderings") |
idCVar | r_skipLightScale ("r_skipLightScale","0", CVAR_RENDERER|CVAR_BOOL,"don't do any post-interaction light scaling, makes things dim on low-dynamic range cards") |
idCVar | r_skipInteractions ("r_skipInteractions","0", CVAR_RENDERER|CVAR_BOOL,"skip all light/surface interaction drawing") |
idCVar | r_skipDynamicTextures ("r_skipDynamicTextures","0", CVAR_RENDERER|CVAR_BOOL,"don't dynamically create textures") |
idCVar | r_skipCopyTexture ("r_skipCopyTexture","0", CVAR_RENDERER|CVAR_BOOL,"do all rendering, but don't actually copyTexSubImage2D") |
idCVar | r_skipBackEnd ("r_skipBackEnd","0", CVAR_RENDERER|CVAR_BOOL,"don't draw anything") |
idCVar | r_skipRender ("r_skipRender","0", CVAR_RENDERER|CVAR_BOOL,"skip 3D rendering, but pass 2D") |
idCVar | r_skipRenderContext ("r_skipRenderContext","0", CVAR_RENDERER|CVAR_BOOL,"NULL the rendering context during backend 3D rendering") |
idCVar | r_skipTranslucent ("r_skipTranslucent","0", CVAR_RENDERER|CVAR_BOOL,"skip the translucent interaction rendering") |
idCVar | r_skipAmbient ("r_skipAmbient","0", CVAR_RENDERER|CVAR_BOOL,"bypasses all non-interaction drawing") |
idCVar | r_skipNewAmbient ("r_skipNewAmbient","0", CVAR_RENDERER|CVAR_BOOL|CVAR_ARCHIVE,"bypasses all vertex/fragment program ambient drawing") |
idCVar | r_skipBlendLights ("r_skipBlendLights","0", CVAR_RENDERER|CVAR_BOOL,"skip all blend lights") |
idCVar | r_skipFogLights ("r_skipFogLights","0", CVAR_RENDERER|CVAR_BOOL,"skip all fog lights") |
idCVar | r_skipDeforms ("r_skipDeforms","0", CVAR_RENDERER|CVAR_BOOL,"leave all deform materials in their original state") |
idCVar | r_skipFrontEnd ("r_skipFrontEnd","0", CVAR_RENDERER|CVAR_BOOL,"bypasses all front end work, but 2D gui rendering still draws") |
idCVar | r_skipUpdates ("r_skipUpdates","0", CVAR_RENDERER|CVAR_BOOL,"1 = don't accept any entity or light updates, making everything static") |
idCVar | r_skipOverlays ("r_skipOverlays","0", CVAR_RENDERER|CVAR_BOOL,"skip overlay surfaces") |
idCVar | r_skipSpecular ("r_skipSpecular","0", CVAR_RENDERER|CVAR_BOOL|CVAR_CHEAT|CVAR_ARCHIVE,"use black for specular1") |
idCVar | r_skipBump ("r_skipBump","0", CVAR_RENDERER|CVAR_BOOL|CVAR_ARCHIVE,"uses a flat surface instead of the bump map") |
idCVar | r_skipDiffuse ("r_skipDiffuse","0", CVAR_RENDERER|CVAR_BOOL,"use black for diffuse") |
idCVar | r_skipROQ ("r_skipROQ","0", CVAR_RENDERER|CVAR_BOOL,"skip ROQ decoding") |
idCVar | r_ignore ("r_ignore","0", CVAR_RENDERER,"used for random debugging without defining new vars") |
idCVar | r_ignore2 ("r_ignore2","0", CVAR_RENDERER,"used for random debugging without defining new vars") |
idCVar | r_usePreciseTriangleInteractions ("r_usePreciseTriangleInteractions","0", CVAR_RENDERER|CVAR_BOOL,"1 = do winding clipping to determine if each ambiguous tri should be lit") |
idCVar | r_useCulling ("r_useCulling","2", CVAR_RENDERER|CVAR_INTEGER,"0 = none, 1 = sphere, 2 = sphere + box", 0, 2, idCmdSystem::ArgCompletion_Integer< 0, 2 >) |
idCVar | r_useLightCulling ("r_useLightCulling","3", CVAR_RENDERER|CVAR_INTEGER,"0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas", 0, 3, idCmdSystem::ArgCompletion_Integer< 0, 3 >) |
idCVar | r_useLightScissors ("r_useLightScissors","1", CVAR_RENDERER|CVAR_BOOL,"1 = use custom scissor rectangle for each light") |
idCVar | r_useClippedLightScissors ("r_useClippedLightScissors","1", CVAR_RENDERER|CVAR_INTEGER,"0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always", 0, 2, idCmdSystem::ArgCompletion_Integer< 0, 2 >) |
idCVar | r_useEntityCulling ("r_useEntityCulling","1", CVAR_RENDERER|CVAR_BOOL,"0 = none, 1 = box") |
idCVar | r_useEntityScissors ("r_useEntityScissors","0", CVAR_RENDERER|CVAR_BOOL,"1 = use custom scissor rectangle for each entity") |
idCVar | r_useInteractionCulling ("r_useInteractionCulling","1", CVAR_RENDERER|CVAR_BOOL,"1 = cull interactions") |
idCVar | r_useInteractionScissors ("r_useInteractionScissors","2", CVAR_RENDERER|CVAR_INTEGER,"1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors",-2, 2, idCmdSystem::ArgCompletion_Integer<-2, 2 >) |
idCVar | r_useShadowCulling ("r_useShadowCulling","1", CVAR_RENDERER|CVAR_BOOL,"try to cull shadows from partially visible lights") |
idCVar | r_useFrustumFarDistance ("r_useFrustumFarDistance","0", CVAR_RENDERER|CVAR_FLOAT,"if != 0 force the view frustum far distance to this distance") |
idCVar | r_logFile ("r_logFile","0", CVAR_RENDERER|CVAR_INTEGER,"number of frames to emit GL logs") |
idCVar | r_clear ("r_clear","2", CVAR_RENDERER,"force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom") |
idCVar | r_offsetFactor ("r_offsetfactor","0", CVAR_RENDERER|CVAR_FLOAT,"polygon offset parameter") |
idCVar | r_offsetUnits ("r_offsetunits","-600", CVAR_RENDERER|CVAR_FLOAT,"polygon offset parameter") |
idCVar | r_shadowPolygonOffset ("r_shadowPolygonOffset","-1", CVAR_RENDERER|CVAR_FLOAT,"bias value added to depth test for stencil shadow drawing") |
idCVar | r_shadowPolygonFactor ("r_shadowPolygonFactor","0", CVAR_RENDERER|CVAR_FLOAT,"scale value for stencil shadow drawing") |
idCVar | r_frontBuffer ("r_frontBuffer","0", CVAR_RENDERER|CVAR_BOOL,"draw to front buffer for debugging") |
idCVar | r_skipSubviews ("r_skipSubviews","0", CVAR_RENDERER|CVAR_INTEGER,"1 = don't render any gui elements on surfaces") |
idCVar | r_skipGuiShaders ("r_skipGuiShaders","0", CVAR_RENDERER|CVAR_INTEGER,"1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events", 0, 3, idCmdSystem::ArgCompletion_Integer< 0, 3 >) |
idCVar | r_skipParticles ("r_skipParticles","0", CVAR_RENDERER|CVAR_INTEGER,"1 = skip all particle systems", 0, 1, idCmdSystem::ArgCompletion_Integer< 0, 1 >) |
idCVar | r_subviewOnly ("r_subviewOnly","0", CVAR_RENDERER|CVAR_BOOL,"1 = don't render main view, allowing subviews to be debugged") |
idCVar | r_shadows ("r_shadows","1", CVAR_RENDERER|CVAR_BOOL|CVAR_ARCHIVE,"enable shadows") |
idCVar | r_testARBProgram ("r_testARBProgram","0", CVAR_RENDERER|CVAR_BOOL,"experiment with vertex/fragment programs") |
idCVar | r_testGamma ("r_testGamma","0", CVAR_RENDERER|CVAR_FLOAT,"if > 0 draw a grid pattern to test gamma levels", 0, 195) |
idCVar | r_testGammaBias ("r_testGammaBias","0", CVAR_RENDERER|CVAR_FLOAT,"if > 0 draw a grid pattern to test gamma levels") |
idCVar | r_testStepGamma ("r_testStepGamma","0", CVAR_RENDERER|CVAR_FLOAT,"if > 0 draw a grid pattern to test gamma levels") |
idCVar | r_lightScale ("r_lightScale","2", CVAR_RENDERER|CVAR_FLOAT,"all light intensities are multiplied by this") |
idCVar | r_lightSourceRadius ("r_lightSourceRadius","0", CVAR_RENDERER|CVAR_FLOAT,"for soft-shadow sampling") |
idCVar | r_flareSize ("r_flareSize","1", CVAR_RENDERER|CVAR_FLOAT,"scale the flare deforms from the material def") |
idCVar | r_useExternalShadows ("r_useExternalShadows","1", CVAR_RENDERER|CVAR_INTEGER,"1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing", 0, 2, idCmdSystem::ArgCompletion_Integer< 0, 2 >) |
idCVar | r_useOptimizedShadows ("r_useOptimizedShadows","1", CVAR_RENDERER|CVAR_BOOL,"use the dmap generated static shadow volumes") |
idCVar | r_useScissor ("r_useScissor","1", CVAR_RENDERER|CVAR_BOOL,"scissor clip as portals and lights are processed") |
idCVar | r_useCombinerDisplayLists ("r_useCombinerDisplayLists","1", CVAR_RENDERER|CVAR_BOOL|CVAR_NOCHEAT,"put all nvidia register combiner programming in display lists") |
idCVar | r_useDepthBoundsTest ("r_useDepthBoundsTest","1", CVAR_RENDERER|CVAR_BOOL,"use depth bounds test to reduce shadow fill") |
idCVar | r_screenFraction ("r_screenFraction","100", CVAR_RENDERER|CVAR_INTEGER,"for testing fill rate, the resolution of the entire screen can be changed") |
idCVar | r_demonstrateBug ("r_demonstrateBug","0", CVAR_RENDERER|CVAR_BOOL,"used during development to show IHV's their problems") |
idCVar | r_usePortals ("r_usePortals","1", CVAR_RENDERER|CVAR_BOOL," 1 = use portals to perform area culling, otherwise draw everything") |
idCVar | r_singleLight ("r_singleLight","-1", CVAR_RENDERER|CVAR_INTEGER,"suppress all but one light") |
idCVar | r_singleEntity ("r_singleEntity","-1", CVAR_RENDERER|CVAR_INTEGER,"suppress all but one entity") |
idCVar | r_singleSurface ("r_singleSurface","-1", CVAR_RENDERER|CVAR_INTEGER,"suppress all but one surface on each entity") |
idCVar | r_singleArea ("r_singleArea","0", CVAR_RENDERER|CVAR_BOOL,"only draw the portal area the view is actually in") |
idCVar | r_forceLoadImages ("r_forceLoadImages","0", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_BOOL,"draw all images to screen after registration") |
idCVar | r_orderIndexes ("r_orderIndexes","1", CVAR_RENDERER|CVAR_BOOL,"perform index reorganization to optimize vertex use") |
idCVar | r_lightAllBackFaces ("r_lightAllBackFaces","0", CVAR_RENDERER|CVAR_BOOL,"light all the back faces, even when they would be shadowed") |
idCVar | r_showPortals ("r_showPortals","0", CVAR_RENDERER|CVAR_BOOL,"draw portal outlines in color based on passed / not passed") |
idCVar | r_showUnsmoothedTangents ("r_showUnsmoothedTangents","0", CVAR_RENDERER|CVAR_BOOL,"if 1, put all nvidia register combiner programming in display lists") |
idCVar | r_showSilhouette ("r_showSilhouette","0", CVAR_RENDERER|CVAR_BOOL,"highlight edges that are casting shadow planes") |
idCVar | r_showVertexColor ("r_showVertexColor","0", CVAR_RENDERER|CVAR_BOOL,"draws all triangles with the solid vertex color") |
idCVar | r_showUpdates ("r_showUpdates","0", CVAR_RENDERER|CVAR_BOOL,"report entity and light updates and ref counts") |
idCVar | r_showDemo ("r_showDemo","0", CVAR_RENDERER|CVAR_BOOL,"report reads and writes to the demo file") |
idCVar | r_showDynamic ("r_showDynamic","0", CVAR_RENDERER|CVAR_BOOL,"report stats on dynamic surface generation") |
idCVar | r_showLightScale ("r_showLightScale","0", CVAR_RENDERER|CVAR_BOOL,"report the scale factor applied to drawing for overbrights") |
idCVar | r_showDefs ("r_showDefs","0", CVAR_RENDERER|CVAR_BOOL,"report the number of modeDefs and lightDefs in view") |
idCVar | r_showTrace ("r_showTrace","0", CVAR_RENDERER|CVAR_INTEGER,"show the intersection of an eye trace with the world", idCmdSystem::ArgCompletion_Integer< 0, 2 >) |
idCVar | r_showIntensity ("r_showIntensity","0", CVAR_RENDERER|CVAR_BOOL,"draw the screen colors based on intensity, red = 0, green = 128, blue = 255") |
idCVar | r_showImages ("r_showImages","0", CVAR_RENDERER|CVAR_INTEGER,"1 = show all images instead of rendering, 2 = show in proportional size", 0, 2, idCmdSystem::ArgCompletion_Integer< 0, 2 >) |
idCVar | r_showSmp ("r_showSmp","0", CVAR_RENDERER|CVAR_BOOL,"show which end (front or back) is blocking") |
idCVar | r_showLights ("r_showLights","0", CVAR_RENDERER|CVAR_INTEGER,"1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume", 0, 3, idCmdSystem::ArgCompletion_Integer< 0, 3 >) |
idCVar | r_showShadows ("r_showShadows","0", CVAR_RENDERER|CVAR_INTEGER,"1 = visualize the stencil shadow volumes, 2 = draw filled in", 0, 3, idCmdSystem::ArgCompletion_Integer< 0, 3 >) |
idCVar | r_showShadowCount ("r_showShadowCount","0", CVAR_RENDERER|CVAR_INTEGER,"colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows", 0, 4, idCmdSystem::ArgCompletion_Integer< 0, 4 >) |
idCVar | r_showLightScissors ("r_showLightScissors","0", CVAR_RENDERER|CVAR_BOOL,"show light scissor rectangles") |
idCVar | r_showEntityScissors ("r_showEntityScissors","0", CVAR_RENDERER|CVAR_BOOL,"show entity scissor rectangles") |
idCVar | r_showInteractionFrustums ("r_showInteractionFrustums","0", CVAR_RENDERER|CVAR_INTEGER,"1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox", 0, 3, idCmdSystem::ArgCompletion_Integer< 0, 3 >) |
idCVar | r_showInteractionScissors ("r_showInteractionScissors","0", CVAR_RENDERER|CVAR_INTEGER,"1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines", 0, 2, idCmdSystem::ArgCompletion_Integer< 0, 2 >) |
idCVar | r_showLightCount ("r_showLightCount","0", CVAR_RENDERER|CVAR_INTEGER,"1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw", 0, 3, idCmdSystem::ArgCompletion_Integer< 0, 3 >) |
idCVar | r_showViewEntitys ("r_showViewEntitys","0", CVAR_RENDERER|CVAR_INTEGER,"1 = displays the bounding boxes of all view models, 2 = print index numbers") |
idCVar | r_showTris ("r_showTris","0", CVAR_RENDERER|CVAR_INTEGER,"enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all", 0, 3, idCmdSystem::ArgCompletion_Integer< 0, 3 >) |
idCVar | r_showSurfaceInfo ("r_showSurfaceInfo","0", CVAR_RENDERER|CVAR_BOOL,"show surface material name under crosshair") |
idCVar | r_showNormals ("r_showNormals","0", CVAR_RENDERER|CVAR_FLOAT,"draws wireframe normals") |
idCVar | r_showMemory ("r_showMemory","0", CVAR_RENDERER|CVAR_BOOL,"print frame memory utilization") |
idCVar | r_showCull ("r_showCull","0", CVAR_RENDERER|CVAR_BOOL,"report sphere and box culling stats") |
idCVar | r_showInteractions ("r_showInteractions","0", CVAR_RENDERER|CVAR_BOOL,"report interaction generation activity") |
idCVar | r_showDepth ("r_showDepth","0", CVAR_RENDERER|CVAR_BOOL,"display the contents of the depth buffer and the depth range") |
idCVar | r_showSurfaces ("r_showSurfaces","0", CVAR_RENDERER|CVAR_BOOL,"report surface/light/shadow counts") |
idCVar | r_showPrimitives ("r_showPrimitives","0", CVAR_RENDERER|CVAR_INTEGER,"report drawsurf/index/vertex counts") |
idCVar | r_showEdges ("r_showEdges","0", CVAR_RENDERER|CVAR_BOOL,"draw the sil edges") |
idCVar | r_showTexturePolarity ("r_showTexturePolarity","0", CVAR_RENDERER|CVAR_BOOL,"shade triangles by texture area polarity") |
idCVar | r_showTangentSpace ("r_showTangentSpace","0", CVAR_RENDERER|CVAR_INTEGER,"shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector", 0, 3, idCmdSystem::ArgCompletion_Integer< 0, 3 >) |
idCVar | r_showDominantTri ("r_showDominantTri","0", CVAR_RENDERER|CVAR_BOOL,"draw lines from vertexes to center of dominant triangles") |
idCVar | r_showAlloc ("r_showAlloc","0", CVAR_RENDERER|CVAR_BOOL,"report alloc/free counts") |
idCVar | r_showTextureVectors ("r_showTextureVectors","0", CVAR_RENDERER|CVAR_FLOAT," if > 0 draw each triangles texture (tangent) vectors") |
idCVar | r_showOverDraw ("r_showOverDraw","0", CVAR_RENDERER|CVAR_INTEGER,"1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw", 0, 3, idCmdSystem::ArgCompletion_Integer< 0, 3 >) |
idCVar | r_lockSurfaces ("r_lockSurfaces","0", CVAR_RENDERER|CVAR_BOOL,"allow moving the view point without changing the composition of the scene, including culling") |
idCVar | r_useEntityCallbacks ("r_useEntityCallbacks","1", CVAR_RENDERER|CVAR_BOOL,"if 0, issue the callback immediately at update time, rather than defering") |
idCVar | r_showSkel ("r_showSkel","0", CVAR_RENDERER|CVAR_INTEGER,"draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only", 0, 2, idCmdSystem::ArgCompletion_Integer< 0, 2 >) |
idCVar | r_jointNameScale ("r_jointNameScale","0.02", CVAR_RENDERER|CVAR_FLOAT,"size of joint names when r_showskel is set to 1") |
idCVar | r_jointNameOffset ("r_jointNameOffset","0.5", CVAR_RENDERER|CVAR_FLOAT,"offset of joint names when r_showskel is set to 1") |
idCVar | r_cgVertexProfile ("r_cgVertexProfile","best", CVAR_RENDERER|CVAR_ARCHIVE,"arbvp1, vp20, vp30") |
idCVar | r_cgFragmentProfile ("r_cgFragmentProfile","best", CVAR_RENDERER|CVAR_ARCHIVE,"arbfp1, fp30") |
idCVar | r_debugLineDepthTest ("r_debugLineDepthTest","0", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_BOOL,"perform depth test on debug lines") |
idCVar | r_debugLineWidth ("r_debugLineWidth","1", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_BOOL,"width of debug lines") |
idCVar | r_debugArrowStep ("r_debugArrowStep","120", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_INTEGER,"step size of arrow cone line rotation in degrees", 0, 120) |
idCVar | r_debugPolygonFilled ("r_debugPolygonFilled","1", CVAR_RENDERER|CVAR_BOOL,"draw a filled polygon") |
idCVar | r_materialOverride ("r_materialOverride","", CVAR_RENDERER,"overrides all materials", idCmdSystem::ArgCompletion_Decl< DECL_MATERIAL >) |
idCVar | r_debugRenderToTexture ("r_debugRenderToTexture","0", CVAR_RENDERER|CVAR_INTEGER,"") |
GLfloat | s |
GLfloat GLfloat | t |
GLfloat * | st |
const GLfloat * | params |
const GLfloat | param |
GLenum | portion |
GLenum GLenum | variable |
GLenum GLenum GLenum | input |
GLenum GLenum GLenum GLenum | mapping |
GLenum GLenum GLenum GLenum GLenum | componentUsage |
GLenum GLenum | abOutput |
GLenum GLenum GLenum | cdOutput |
GLenum GLenum GLenum GLenum | sumOutput |
GLenum GLenum GLenum GLenum GLenum | scale |
GLenum GLenum GLenum GLenum GLenum GLenum | bias |
GLenum GLenum GLenum GLenum GLenum GLenum GLboolean | abDotProduct |
GLenum GLenum GLenum GLenum GLenum GLenum GLboolean GLboolean | cdDotProduct |
GLenum GLenum GLenum GLenum GLenum GLenum GLboolean GLboolean GLboolean | muxSum |
void * | pointer |
GLint | |
GLsizei | |
GLenum | |
const GLvoid | int |
const GLvoid const void *PFNGLGENFRAGMENTSHADERSATIPROC | qglGenFragmentShadersATI |
PFNGLBINDFRAGMENTSHADERATIPROC | qglBindFragmentShaderATI |
PFNGLDELETEFRAGMENTSHADERATIPROC | qglDeleteFragmentShaderATI |
PFNGLBEGINFRAGMENTSHADERATIPROC | qglBeginFragmentShaderATI |
PFNGLENDFRAGMENTSHADERATIPROC | qglEndFragmentShaderATI |
PFNGLPASSTEXCOORDATIPROC | qglPassTexCoordATI |
PFNGLSAMPLEMAPATIPROC | qglSampleMapATI |
PFNGLCOLORFRAGMENTOP1ATIPROC | qglColorFragmentOp1ATI |
PFNGLCOLORFRAGMENTOP2ATIPROC | qglColorFragmentOp2ATI |
PFNGLCOLORFRAGMENTOP3ATIPROC | qglColorFragmentOp3ATI |
PFNGLALPHAFRAGMENTOP1ATIPROC | qglAlphaFragmentOp1ATI |
PFNGLALPHAFRAGMENTOP2ATIPROC | qglAlphaFragmentOp2ATI |
PFNGLALPHAFRAGMENTOP3ATIPROC | qglAlphaFragmentOp3ATI |
PFNGLSETFRAGMENTSHADERCONSTANTATIPROC | qglSetFragmentShaderConstantATI |
PFNGLACTIVESTENCILFACEEXTPROC | qglActiveStencilFaceEXT |
PFNGLSTENCILOPSEPARATEATIPROC | qglStencilOpSeparateATI |
PFNGLSTENCILFUNCSEPARATEATIPROC | qglStencilFuncSeparateATI |
PFNGLCOMPRESSEDTEXIMAGE2DARBPROC | qglCompressedTexImage2DARB |
PFNGLGETCOMPRESSEDTEXIMAGEARBPROC | qglGetCompressedTexImageARB |
PFNGLBINDBUFFERARBPROC | qglBindBufferARB |
PFNGLDELETEBUFFERSARBPROC | qglDeleteBuffersARB |
PFNGLGENBUFFERSARBPROC | qglGenBuffersARB |
PFNGLISBUFFERARBPROC | qglIsBufferARB |
PFNGLBUFFERDATAARBPROC | qglBufferDataARB |
PFNGLBUFFERSUBDATAARBPROC | qglBufferSubDataARB |
PFNGLGETBUFFERSUBDATAARBPROC | qglGetBufferSubDataARB |
PFNGLMAPBUFFERARBPROC | qglMapBufferARB |
PFNGLUNMAPBUFFERARBPROC | qglUnmapBufferARB |
PFNGLGETBUFFERPARAMETERIVARBPROC | qglGetBufferParameterivARB |
PFNGLGETBUFFERPOINTERVARBPROC | qglGetBufferPointervARB |
PFNGLVERTEXATTRIBPOINTERARBPROC | qglVertexAttribPointerARB |
PFNGLENABLEVERTEXATTRIBARRAYARBPROC | qglEnableVertexAttribArrayARB |
PFNGLDISABLEVERTEXATTRIBARRAYARBPROC | qglDisableVertexAttribArrayARB |
PFNGLPROGRAMSTRINGARBPROC | qglProgramStringARB |
PFNGLBINDPROGRAMARBPROC | qglBindProgramARB |
PFNGLGENPROGRAMSARBPROC | qglGenProgramsARB |
PFNGLPROGRAMENVPARAMETER4FVARBPROC | qglProgramEnvParameter4fvARB |
PFNGLPROGRAMLOCALPARAMETER4FVARBPROC | qglProgramLocalParameter4fvARB |
PFNGLDEPTHBOUNDSEXTPROC | qglDepthBoundsEXT |
vidmode_t | r_vidModes [] |
#define MAX_BLENDS 256 |
Definition at line 1349 of file RenderSystem_init.cpp.
#define Q_ALLOCATE_MEMORY_NV "wglAllocateMemoryNV" |
Definition at line 251 of file RenderSystem_init.cpp.
#define Q_FREE_MEMORY_NV "wglFreeMemoryNV" |
Definition at line 252 of file RenderSystem_init.cpp.
Definition at line 1776 of file RenderSystem_init.cpp.
Definition at line 739 of file RenderSystem_init.cpp.
void* APIENTRY* qAllocateMemoryNV | ( | GLsizei | size, |
float | readFrequency, | ||
float | writeFrequency, | ||
float | priority | ||
) |
Definition at line 1101 of file RenderSystem_init.cpp.
bool R_CheckExtension | ( | char * | name | ) |
Definition at line 318 of file RenderSystem_init.cpp.
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Definition at line 1875 of file RenderSystem_init.cpp.
void | ( | APIENTRY * | qglMultiTexCoord2fARB | ) |
Definition at line 235 of file RenderSystem_init.cpp.
Definition at line 235 of file RenderSystem_init.cpp.
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glconfig_t glConfig |
Definition at line 41 of file RenderSystem_init.cpp.
GLenum |
Definition at line 255 of file RenderSystem_init.cpp.
GLint |
Definition at line 255 of file RenderSystem_init.cpp.
GLsizei |
Definition at line 255 of file RenderSystem_init.cpp.
Definition at line 233 of file RenderSystem_init.cpp.
const GLvoid int |
Definition at line 257 of file RenderSystem_init.cpp.
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PFNGLACTIVESTENCILFACEEXTPROC qglActiveStencilFaceEXT |
Definition at line 277 of file RenderSystem_init.cpp.
PFNGLALPHAFRAGMENTOP1ATIPROC qglAlphaFragmentOp1ATI |
Definition at line 271 of file RenderSystem_init.cpp.
PFNGLALPHAFRAGMENTOP2ATIPROC qglAlphaFragmentOp2ATI |
Definition at line 272 of file RenderSystem_init.cpp.
PFNGLALPHAFRAGMENTOP3ATIPROC qglAlphaFragmentOp3ATI |
Definition at line 273 of file RenderSystem_init.cpp.
PFNGLBEGINFRAGMENTSHADERATIPROC qglBeginFragmentShaderATI |
Definition at line 264 of file RenderSystem_init.cpp.
PFNGLBINDBUFFERARBPROC qglBindBufferARB |
Definition at line 288 of file RenderSystem_init.cpp.
PFNGLBINDFRAGMENTSHADERATIPROC qglBindFragmentShaderATI |
Definition at line 262 of file RenderSystem_init.cpp.
PFNGLBINDPROGRAMARBPROC qglBindProgramARB |
Definition at line 305 of file RenderSystem_init.cpp.
PFNGLBUFFERDATAARBPROC qglBufferDataARB |
Definition at line 292 of file RenderSystem_init.cpp.
PFNGLBUFFERSUBDATAARBPROC qglBufferSubDataARB |
Definition at line 293 of file RenderSystem_init.cpp.
PFNGLCOLORFRAGMENTOP1ATIPROC qglColorFragmentOp1ATI |
Definition at line 268 of file RenderSystem_init.cpp.
PFNGLCOLORFRAGMENTOP2ATIPROC qglColorFragmentOp2ATI |
Definition at line 269 of file RenderSystem_init.cpp.
PFNGLCOLORFRAGMENTOP3ATIPROC qglColorFragmentOp3ATI |
Definition at line 270 of file RenderSystem_init.cpp.
PFNGLCOMPRESSEDTEXIMAGE2DARBPROC qglCompressedTexImage2DARB |
Definition at line 284 of file RenderSystem_init.cpp.
PFNGLDELETEBUFFERSARBPROC qglDeleteBuffersARB |
Definition at line 289 of file RenderSystem_init.cpp.
PFNGLDELETEFRAGMENTSHADERATIPROC qglDeleteFragmentShaderATI |
Definition at line 263 of file RenderSystem_init.cpp.
PFNGLDEPTHBOUNDSEXTPROC qglDepthBoundsEXT |
Definition at line 311 of file RenderSystem_init.cpp.
PFNGLDISABLEVERTEXATTRIBARRAYARBPROC qglDisableVertexAttribArrayARB |
Definition at line 303 of file RenderSystem_init.cpp.
PFNGLENABLEVERTEXATTRIBARRAYARBPROC qglEnableVertexAttribArrayARB |
Definition at line 302 of file RenderSystem_init.cpp.
PFNGLENDFRAGMENTSHADERATIPROC qglEndFragmentShaderATI |
Definition at line 265 of file RenderSystem_init.cpp.
PFNGLGENBUFFERSARBPROC qglGenBuffersARB |
Definition at line 290 of file RenderSystem_init.cpp.
Definition at line 257 of file RenderSystem_init.cpp.
PFNGLGENPROGRAMSARBPROC qglGenProgramsARB |
Definition at line 306 of file RenderSystem_init.cpp.
PFNGLGETBUFFERPARAMETERIVARBPROC qglGetBufferParameterivARB |
Definition at line 297 of file RenderSystem_init.cpp.
PFNGLGETBUFFERPOINTERVARBPROC qglGetBufferPointervARB |
Definition at line 298 of file RenderSystem_init.cpp.
PFNGLGETBUFFERSUBDATAARBPROC qglGetBufferSubDataARB |
Definition at line 294 of file RenderSystem_init.cpp.
PFNGLGETCOMPRESSEDTEXIMAGEARBPROC qglGetCompressedTexImageARB |
Definition at line 285 of file RenderSystem_init.cpp.
PFNGLISBUFFERARBPROC qglIsBufferARB |
Definition at line 291 of file RenderSystem_init.cpp.
PFNGLMAPBUFFERARBPROC qglMapBufferARB |
Definition at line 295 of file RenderSystem_init.cpp.
PFNGLPASSTEXCOORDATIPROC qglPassTexCoordATI |
Definition at line 266 of file RenderSystem_init.cpp.
PFNGLPROGRAMENVPARAMETER4FVARBPROC qglProgramEnvParameter4fvARB |
Definition at line 307 of file RenderSystem_init.cpp.
PFNGLPROGRAMLOCALPARAMETER4FVARBPROC qglProgramLocalParameter4fvARB |
Definition at line 308 of file RenderSystem_init.cpp.
PFNGLPROGRAMSTRINGARBPROC qglProgramStringARB |
Definition at line 304 of file RenderSystem_init.cpp.
PFNGLSAMPLEMAPATIPROC qglSampleMapATI |
Definition at line 267 of file RenderSystem_init.cpp.
PFNGLSETFRAGMENTSHADERCONSTANTATIPROC qglSetFragmentShaderConstantATI |
Definition at line 274 of file RenderSystem_init.cpp.
PFNGLSTENCILFUNCSEPARATEATIPROC qglStencilFuncSeparateATI |
Definition at line 281 of file RenderSystem_init.cpp.
PFNGLSTENCILOPSEPARATEATIPROC qglStencilOpSeparateATI |
Definition at line 280 of file RenderSystem_init.cpp.
PFNGLUNMAPBUFFERARBPROC qglUnmapBufferARB |
Definition at line 296 of file RenderSystem_init.cpp.
PFNGLVERTEXATTRIBPOINTERARBPROC qglVertexAttribPointerARB |
Definition at line 301 of file RenderSystem_init.cpp.
idCVar r_brightness("r_brightness","1", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_FLOAT,"changes gamma tables", 0.5f, 2.0f) |
idCVar r_cgFragmentProfile("r_cgFragmentProfile","best", CVAR_RENDERER|CVAR_ARCHIVE,"arbfp1, fp30") |
idCVar r_cgVertexProfile("r_cgVertexProfile","best", CVAR_RENDERER|CVAR_ARCHIVE,"arbvp1, vp20, vp30") |
idCVar r_checkBounds("r_checkBounds","0", CVAR_RENDERER|CVAR_BOOL,"compare all surface bounds with precalculated ones") |
idCVar r_clear("r_clear","2", CVAR_RENDERER,"force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom") |
idCVar r_customHeight("r_customHeight","486", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_INTEGER,"custom screen height. set r_mode to -1 to activate") |
idCVar r_customWidth("r_customWidth","720", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_INTEGER,"custom screen width. set r_mode to -1 to activate") |
idCVar r_debugArrowStep("r_debugArrowStep","120", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_INTEGER,"step size of arrow cone line rotation in degrees", 0, 120) |
idCVar r_debugLineDepthTest("r_debugLineDepthTest","0", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_BOOL,"perform depth test on debug lines") |
idCVar r_debugLineWidth("r_debugLineWidth","1", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_BOOL,"width of debug lines") |
idCVar r_debugPolygonFilled("r_debugPolygonFilled","1", CVAR_RENDERER|CVAR_BOOL,"draw a filled polygon") |
idCVar r_debugRenderToTexture("r_debugRenderToTexture","0", CVAR_RENDERER|CVAR_INTEGER,"") |
idCVar r_demonstrateBug("r_demonstrateBug","0", CVAR_RENDERER|CVAR_BOOL,"used during development to show IHV's their problems") |
idCVar r_displayRefresh("r_displayRefresh","0", CVAR_RENDERER|CVAR_INTEGER|CVAR_NOCHEAT,"optional display refresh rate option for vid mode", 0.0f, 200.0f) |
idCVar r_flareSize("r_flareSize","1", CVAR_RENDERER|CVAR_FLOAT,"scale the flare deforms from the material def") |
idCVar r_forceLoadImages("r_forceLoadImages","0", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_BOOL,"draw all images to screen after registration") |
idCVar r_frontBuffer("r_frontBuffer","0", CVAR_RENDERER|CVAR_BOOL,"draw to front buffer for debugging") |
idCVar r_fullscreen("r_fullscreen","1", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_BOOL,"0 = windowed, 1 = full screen") |
idCVar r_gamma("r_gamma","1", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_FLOAT,"changes gamma tables", 0.5f, 3.0f) |
idCVar r_glDriver("r_glDriver","", CVAR_RENDERER,"\"opengl32\", etc.") |
idCVar r_ignore("r_ignore","0", CVAR_RENDERER,"used for random debugging without defining new vars") |
idCVar r_ignore2("r_ignore2","0", CVAR_RENDERER,"used for random debugging without defining new vars") |
idCVar r_inhibitFragmentProgram("r_inhibitFragmentProgram","0", CVAR_RENDERER|CVAR_BOOL,"ignore the fragment program extension") |
idCVar r_jitter("r_jitter","0", CVAR_RENDERER|CVAR_BOOL,"randomly subpixel jitter the projection matrix") |
idCVar r_jointNameOffset("r_jointNameOffset","0.5", CVAR_RENDERER|CVAR_FLOAT,"offset of joint names when r_showskel is set to 1") |
idCVar r_jointNameScale("r_jointNameScale","0.02", CVAR_RENDERER|CVAR_FLOAT,"size of joint names when r_showskel is set to 1") |
idCVar r_lightAllBackFaces("r_lightAllBackFaces","0", CVAR_RENDERER|CVAR_BOOL,"light all the back faces, even when they would be shadowed") |
idCVar r_lightScale("r_lightScale","2", CVAR_RENDERER|CVAR_FLOAT,"all light intensities are multiplied by this") |
idCVar r_lightSourceRadius("r_lightSourceRadius","0", CVAR_RENDERER|CVAR_FLOAT,"for soft-shadow sampling") |
idCVar r_lockSurfaces("r_lockSurfaces","0", CVAR_RENDERER|CVAR_BOOL,"allow moving the view point without changing the composition of the scene, including culling") |
idCVar r_logFile("r_logFile","0", CVAR_RENDERER|CVAR_INTEGER,"number of frames to emit GL logs") |
idCVar r_materialOverride("r_materialOverride","", CVAR_RENDERER,"overrides all materials", idCmdSystem::ArgCompletion_Decl< DECL_MATERIAL >) |
idCVar r_mode("r_mode","3", CVAR_ARCHIVE|CVAR_RENDERER|CVAR_INTEGER,"video mode number") |
idCVar r_multiSamples("r_multiSamples","0", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_INTEGER,"number of antialiasing samples") |
idCVar r_offsetFactor("r_offsetfactor","0", CVAR_RENDERER|CVAR_FLOAT,"polygon offset parameter") |
idCVar r_offsetUnits("r_offsetunits","-600", CVAR_RENDERER|CVAR_FLOAT,"polygon offset parameter") |
idCVar r_orderIndexes("r_orderIndexes","1", CVAR_RENDERER|CVAR_BOOL,"perform index reorganization to optimize vertex use") |
idCVar r_renderer("r_renderer","best", CVAR_RENDERER|CVAR_ARCHIVE,"hardware specific renderer path to use", r_rendererArgs, idCmdSystem::ArgCompletion_String< r_rendererArgs >) |
const char* r_rendererArgs[] = { "best", "arb", "arb2", "Cg", "exp", "nv10", "nv20", "r200", NULL } |
Definition at line 45 of file RenderSystem_init.cpp.
idCVar r_screenFraction("r_screenFraction","100", CVAR_RENDERER|CVAR_INTEGER,"for testing fill rate, the resolution of the entire screen can be changed") |
idCVar r_shadowPolygonFactor("r_shadowPolygonFactor","0", CVAR_RENDERER|CVAR_FLOAT,"scale value for stencil shadow drawing") |
idCVar r_shadowPolygonOffset("r_shadowPolygonOffset","-1", CVAR_RENDERER|CVAR_FLOAT,"bias value added to depth test for stencil shadow drawing") |
idCVar r_shadows("r_shadows","1", CVAR_RENDERER|CVAR_BOOL|CVAR_ARCHIVE,"enable shadows") |
idCVar r_showDefs("r_showDefs","0", CVAR_RENDERER|CVAR_BOOL,"report the number of modeDefs and lightDefs in view") |
idCVar r_showDemo("r_showDemo","0", CVAR_RENDERER|CVAR_BOOL,"report reads and writes to the demo file") |
idCVar r_showDepth("r_showDepth","0", CVAR_RENDERER|CVAR_BOOL,"display the contents of the depth buffer and the depth range") |
idCVar r_showDominantTri("r_showDominantTri","0", CVAR_RENDERER|CVAR_BOOL,"draw lines from vertexes to center of dominant triangles") |
idCVar r_showDynamic("r_showDynamic","0", CVAR_RENDERER|CVAR_BOOL,"report stats on dynamic surface generation") |
idCVar r_showEntityScissors("r_showEntityScissors","0", CVAR_RENDERER|CVAR_BOOL,"show entity scissor rectangles") |
idCVar r_showImages("r_showImages","0", CVAR_RENDERER|CVAR_INTEGER,"1 = show all images instead of rendering, 2 = show in proportional size", 0, 2, idCmdSystem::ArgCompletion_Integer< 0, 2 >) |
idCVar r_showIntensity("r_showIntensity","0", CVAR_RENDERER|CVAR_BOOL,"draw the screen colors based on intensity, red = 0, green = 128, blue = 255") |
idCVar r_showInteractionFrustums("r_showInteractionFrustums","0", CVAR_RENDERER|CVAR_INTEGER,"1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox", 0, 3, idCmdSystem::ArgCompletion_Integer< 0, 3 >) |
idCVar r_showInteractions("r_showInteractions","0", CVAR_RENDERER|CVAR_BOOL,"report interaction generation activity") |
idCVar r_showInteractionScissors("r_showInteractionScissors","0", CVAR_RENDERER|CVAR_INTEGER,"1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines", 0, 2, idCmdSystem::ArgCompletion_Integer< 0, 2 >) |
idCVar r_showLightCount("r_showLightCount","0", CVAR_RENDERER|CVAR_INTEGER,"1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw", 0, 3, idCmdSystem::ArgCompletion_Integer< 0, 3 >) |
idCVar r_showLights("r_showLights","0", CVAR_RENDERER|CVAR_INTEGER,"1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume", 0, 3, idCmdSystem::ArgCompletion_Integer< 0, 3 >) |
idCVar r_showLightScale("r_showLightScale","0", CVAR_RENDERER|CVAR_BOOL,"report the scale factor applied to drawing for overbrights") |
idCVar r_showLightScissors("r_showLightScissors","0", CVAR_RENDERER|CVAR_BOOL,"show light scissor rectangles") |
idCVar r_showNormals("r_showNormals","0", CVAR_RENDERER|CVAR_FLOAT,"draws wireframe normals") |
idCVar r_showOverDraw("r_showOverDraw","0", CVAR_RENDERER|CVAR_INTEGER,"1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw", 0, 3, idCmdSystem::ArgCompletion_Integer< 0, 3 >) |
idCVar r_showPortals("r_showPortals","0", CVAR_RENDERER|CVAR_BOOL,"draw portal outlines in color based on passed / not passed") |
idCVar r_showPrimitives("r_showPrimitives","0", CVAR_RENDERER|CVAR_INTEGER,"report drawsurf/index/vertex counts") |
idCVar r_showShadowCount("r_showShadowCount","0", CVAR_RENDERER|CVAR_INTEGER,"colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows", 0, 4, idCmdSystem::ArgCompletion_Integer< 0, 4 >) |
idCVar r_showShadows("r_showShadows","0", CVAR_RENDERER|CVAR_INTEGER,"1 = visualize the stencil shadow volumes, 2 = draw filled in", 0, 3, idCmdSystem::ArgCompletion_Integer< 0, 3 >) |
idCVar r_showSilhouette("r_showSilhouette","0", CVAR_RENDERER|CVAR_BOOL,"highlight edges that are casting shadow planes") |
idCVar r_showSkel("r_showSkel","0", CVAR_RENDERER|CVAR_INTEGER,"draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only", 0, 2, idCmdSystem::ArgCompletion_Integer< 0, 2 >) |
idCVar r_showSmp("r_showSmp","0", CVAR_RENDERER|CVAR_BOOL,"show which end (front or back) is blocking") |
idCVar r_showSurfaceInfo("r_showSurfaceInfo","0", CVAR_RENDERER|CVAR_BOOL,"show surface material name under crosshair") |
idCVar r_showSurfaces("r_showSurfaces","0", CVAR_RENDERER|CVAR_BOOL,"report surface/light/shadow counts") |
idCVar r_showTangentSpace("r_showTangentSpace","0", CVAR_RENDERER|CVAR_INTEGER,"shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector", 0, 3, idCmdSystem::ArgCompletion_Integer< 0, 3 >) |
idCVar r_showTexturePolarity("r_showTexturePolarity","0", CVAR_RENDERER|CVAR_BOOL,"shade triangles by texture area polarity") |
idCVar r_showTextureVectors("r_showTextureVectors","0", CVAR_RENDERER|CVAR_FLOAT," if > 0 draw each triangles texture (tangent) vectors") |
idCVar r_showTrace("r_showTrace","0", CVAR_RENDERER|CVAR_INTEGER,"show the intersection of an eye trace with the world", idCmdSystem::ArgCompletion_Integer< 0, 2 >) |
idCVar r_showTris("r_showTris","0", CVAR_RENDERER|CVAR_INTEGER,"enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all", 0, 3, idCmdSystem::ArgCompletion_Integer< 0, 3 >) |
idCVar r_showUnsmoothedTangents("r_showUnsmoothedTangents","0", CVAR_RENDERER|CVAR_BOOL,"if 1, put all nvidia register combiner programming in display lists") |
idCVar r_showUpdates("r_showUpdates","0", CVAR_RENDERER|CVAR_BOOL,"report entity and light updates and ref counts") |
idCVar r_showVertexColor("r_showVertexColor","0", CVAR_RENDERER|CVAR_BOOL,"draws all triangles with the solid vertex color") |
idCVar r_showViewEntitys("r_showViewEntitys","0", CVAR_RENDERER|CVAR_INTEGER,"1 = displays the bounding boxes of all view models, 2 = print index numbers") |
idCVar r_singleArea("r_singleArea","0", CVAR_RENDERER|CVAR_BOOL,"only draw the portal area the view is actually in") |
idCVar r_singleEntity("r_singleEntity","-1", CVAR_RENDERER|CVAR_INTEGER,"suppress all but one entity") |
idCVar r_singleLight("r_singleLight","-1", CVAR_RENDERER|CVAR_INTEGER,"suppress all but one light") |
idCVar r_singleSurface("r_singleSurface","-1", CVAR_RENDERER|CVAR_INTEGER,"suppress all but one surface on each entity") |
idCVar r_singleTriangle("r_singleTriangle","0", CVAR_RENDERER|CVAR_BOOL,"only draw a single triangle per primitive") |
idCVar r_skipAmbient("r_skipAmbient","0", CVAR_RENDERER|CVAR_BOOL,"bypasses all non-interaction drawing") |
idCVar r_skipBump("r_skipBump","0", CVAR_RENDERER|CVAR_BOOL|CVAR_ARCHIVE,"uses a flat surface instead of the bump map") |
idCVar r_skipCopyTexture("r_skipCopyTexture","0", CVAR_RENDERER|CVAR_BOOL,"do all rendering, but don't actually copyTexSubImage2D") |
idCVar r_skipDeforms("r_skipDeforms","0", CVAR_RENDERER|CVAR_BOOL,"leave all deform materials in their original state") |
idCVar r_skipDynamicTextures("r_skipDynamicTextures","0", CVAR_RENDERER|CVAR_BOOL,"don't dynamically create textures") |
idCVar r_skipFrontEnd("r_skipFrontEnd","0", CVAR_RENDERER|CVAR_BOOL,"bypasses all front end work, but 2D gui rendering still draws") |
idCVar r_skipGuiShaders("r_skipGuiShaders","0", CVAR_RENDERER|CVAR_INTEGER,"1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events", 0, 3, idCmdSystem::ArgCompletion_Integer< 0, 3 >) |
idCVar r_skipInteractions("r_skipInteractions","0", CVAR_RENDERER|CVAR_BOOL,"skip all light/surface interaction drawing") |
idCVar r_skipLightScale("r_skipLightScale","0", CVAR_RENDERER|CVAR_BOOL,"don't do any post-interaction light scaling, makes things dim on low-dynamic range cards") |
idCVar r_skipNewAmbient("r_skipNewAmbient","0", CVAR_RENDERER|CVAR_BOOL|CVAR_ARCHIVE,"bypasses all vertex/fragment program ambient drawing") |
idCVar r_skipParticles("r_skipParticles","0", CVAR_RENDERER|CVAR_INTEGER,"1 = skip all particle systems", 0, 1, idCmdSystem::ArgCompletion_Integer< 0, 1 >) |
idCVar r_skipPostProcess("r_skipPostProcess","0", CVAR_RENDERER|CVAR_BOOL,"skip all post-process renderings") |
idCVar r_skipRenderContext("r_skipRenderContext","0", CVAR_RENDERER|CVAR_BOOL,"NULL the rendering context during backend 3D rendering") |
idCVar r_skipSpecular("r_skipSpecular","0", CVAR_RENDERER|CVAR_BOOL|CVAR_CHEAT|CVAR_ARCHIVE,"use black for specular1") |
idCVar r_skipSubviews("r_skipSubviews","0", CVAR_RENDERER|CVAR_INTEGER,"1 = don't render any gui elements on surfaces") |
idCVar r_skipSuppress("r_skipSuppress","0", CVAR_RENDERER|CVAR_BOOL,"ignore the per-view suppressions") |
idCVar r_skipTranslucent("r_skipTranslucent","0", CVAR_RENDERER|CVAR_BOOL,"skip the translucent interaction rendering") |
idCVar r_skipUpdates("r_skipUpdates","0", CVAR_RENDERER|CVAR_BOOL,"1 = don't accept any entity or light updates, making everything static") |
idCVar r_subviewOnly("r_subviewOnly","0", CVAR_RENDERER|CVAR_BOOL,"1 = don't render main view, allowing subviews to be debugged") |
idCVar r_swapInterval("r_swapInterval","0", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_INTEGER,"changes wglSwapIntarval") |
idCVar r_testARBProgram("r_testARBProgram","0", CVAR_RENDERER|CVAR_BOOL,"experiment with vertex/fragment programs") |
idCVar r_testGamma("r_testGamma","0", CVAR_RENDERER|CVAR_FLOAT,"if > 0 draw a grid pattern to test gamma levels", 0, 195) |
idCVar r_testGammaBias("r_testGammaBias","0", CVAR_RENDERER|CVAR_FLOAT,"if > 0 draw a grid pattern to test gamma levels") |
idCVar r_testStepGamma("r_testStepGamma","0", CVAR_RENDERER|CVAR_FLOAT,"if > 0 draw a grid pattern to test gamma levels") |
idCVar r_useCachedDynamicModels("r_useCachedDynamicModels","1", CVAR_RENDERER|CVAR_BOOL,"cache snapshots of dynamic models") |
idCVar r_useClippedLightScissors("r_useClippedLightScissors","1", CVAR_RENDERER|CVAR_INTEGER,"0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always", 0, 2, idCmdSystem::ArgCompletion_Integer< 0, 2 >) |
idCVar r_useCombinerDisplayLists("r_useCombinerDisplayLists","1", CVAR_RENDERER|CVAR_BOOL|CVAR_NOCHEAT,"put all nvidia register combiner programming in display lists") |
idCVar r_useConstantMaterials("r_useConstantMaterials","1", CVAR_RENDERER|CVAR_BOOL,"use pre-calculated material registers if possible") |
idCVar r_useCulling("r_useCulling","2", CVAR_RENDERER|CVAR_INTEGER,"0 = none, 1 = sphere, 2 = sphere + box", 0, 2, idCmdSystem::ArgCompletion_Integer< 0, 2 >) |
idCVar r_useDeferredTangents("r_useDeferredTangents","1", CVAR_RENDERER|CVAR_BOOL,"defer tangents calculations after deform") |
idCVar r_useDepthBoundsTest("r_useDepthBoundsTest","1", CVAR_RENDERER|CVAR_BOOL,"use depth bounds test to reduce shadow fill") |
idCVar r_useEntityCallbacks("r_useEntityCallbacks","1", CVAR_RENDERER|CVAR_BOOL,"if 0, issue the callback immediately at update time, rather than defering") |
idCVar r_useEntityScissors("r_useEntityScissors","0", CVAR_RENDERER|CVAR_BOOL,"1 = use custom scissor rectangle for each entity") |
idCVar r_useExternalShadows("r_useExternalShadows","1", CVAR_RENDERER|CVAR_INTEGER,"1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing", 0, 2, idCmdSystem::ArgCompletion_Integer< 0, 2 >) |
idCVar r_useFrustumFarDistance("r_useFrustumFarDistance","0", CVAR_RENDERER|CVAR_FLOAT,"if != 0 force the view frustum far distance to this distance") |
idCVar r_useIndexBuffers("r_useIndexBuffers","0", CVAR_RENDERER|CVAR_ARCHIVE|CVAR_INTEGER,"use ARB_vertex_buffer_object for indexes", 0, 1, idCmdSystem::ArgCompletion_Integer< 0, 1 >) |
idCVar r_useInfiniteFarZ("r_useInfiniteFarZ","1", CVAR_RENDERER|CVAR_BOOL,"use the no-far-clip-plane trick") |
idCVar r_useInteractionCulling("r_useInteractionCulling","1", CVAR_RENDERER|CVAR_BOOL,"1 = cull interactions") |
idCVar r_useInteractionScissors("r_useInteractionScissors","2", CVAR_RENDERER|CVAR_INTEGER,"1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors",-2, 2, idCmdSystem::ArgCompletion_Integer<-2, 2 >) |
idCVar r_useInteractionTable("r_useInteractionTable","1", CVAR_RENDERER|CVAR_BOOL,"create a full entityDefs * lightDefs table to make finding interactions faster") |
idCVar r_useLightCulling("r_useLightCulling","3", CVAR_RENDERER|CVAR_INTEGER,"0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas", 0, 3, idCmdSystem::ArgCompletion_Integer< 0, 3 >) |
idCVar r_useLightPortalFlow("r_useLightPortalFlow","1", CVAR_RENDERER|CVAR_BOOL,"use a more precise area reference determination") |
idCVar r_useLightScissors("r_useLightScissors","1", CVAR_RENDERER|CVAR_BOOL,"1 = use custom scissor rectangle for each light") |
idCVar r_useNodeCommonChildren("r_useNodeCommonChildren","1", CVAR_RENDERER|CVAR_BOOL,"stop pushing reference bounds early when possible") |
idCVar r_useNV20MonoLights("r_useNV20MonoLights","1", CVAR_RENDERER|CVAR_INTEGER,"use pass optimization for mono lights") |
idCVar r_useOptimizedShadows("r_useOptimizedShadows","1", CVAR_RENDERER|CVAR_BOOL,"use the dmap generated static shadow volumes") |
idCVar r_usePortals("r_usePortals","1", CVAR_RENDERER|CVAR_BOOL," 1 = use portals to perform area culling, otherwise draw everything") |
idCVar r_usePreciseTriangleInteractions("r_usePreciseTriangleInteractions","0", CVAR_RENDERER|CVAR_BOOL,"1 = do winding clipping to determine if each ambiguous tri should be lit") |
idCVar r_useScissor("r_useScissor","1", CVAR_RENDERER|CVAR_BOOL,"scissor clip as portals and lights are processed") |
idCVar r_useShadowCulling("r_useShadowCulling","1", CVAR_RENDERER|CVAR_BOOL,"try to cull shadows from partially visible lights") |
idCVar r_useShadowProjectedCull("r_useShadowProjectedCull","1", CVAR_RENDERER|CVAR_BOOL,"discard triangles outside light volume before shadowing") |
idCVar r_useShadowSurfaceScissor("r_useShadowSurfaceScissor","1", CVAR_RENDERER|CVAR_BOOL,"scissor shadows by the scissor rect of the interaction surfaces") |
idCVar r_useShadowVertexProgram("r_useShadowVertexProgram","1", CVAR_RENDERER|CVAR_BOOL,"do the shadow projection in the vertex program on capable cards") |
idCVar r_useSilRemap("r_useSilRemap","1", CVAR_RENDERER|CVAR_BOOL,"consider verts with the same XYZ, but different ST the same for shadows") |
idCVar r_useStateCaching("r_useStateCaching","1", CVAR_RENDERER|CVAR_BOOL,"avoid redundant state changes in GL_*() calls") |
idCVar r_useTripleTextureARB("r_useTripleTextureARB","1", CVAR_RENDERER|CVAR_BOOL,"cards with 3+ texture units do a two pass instead of three pass") |
idCVar r_useTurboShadow("r_useTurboShadow","1", CVAR_RENDERER|CVAR_BOOL,"use the infinite projection with W technique for dynamic shadows") |
idCVar r_useTwoSidedStencil("r_useTwoSidedStencil","1", CVAR_RENDERER|CVAR_BOOL,"do stencil shadows in one pass with different ops on each side") |
idCVar r_useVertexBuffers("r_useVertexBuffers","1", CVAR_RENDERER|CVAR_INTEGER,"use ARB_vertex_buffer_object for vertexes", 0, 1, idCmdSystem::ArgCompletion_Integer< 0, 1 >) |
vidmode_t r_vidModes[] |
Definition at line 556 of file RenderSystem_init.cpp.
idCVar r_znear("r_znear","3", CVAR_RENDERER|CVAR_FLOAT,"near Z clip plane distance", 0.001f, 200.0f) |
GLfloat s |
Definition at line 224 of file RenderSystem_init.cpp.
GLfloat* st |
Definition at line 225 of file RenderSystem_init.cpp.
GLfloat GLfloat t |
Definition at line 224 of file RenderSystem_init.cpp.
Definition at line 233 of file RenderSystem_init.cpp.