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RenderSystem_init.cpp File Reference
#include "../idlib/precompiled.h"
#include "tr_local.h"

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
 

Functions

 void (APIENTRY *qglMultiTexCoord2fARB)(GLenum texture
 
void *APIENTRYqAllocateMemoryNV (GLsizei size, float readFrequency, float writeFrequency, float priority)
 
bool R_CheckExtension (char *name)
 
void R_InitOpenGL (void)
 
void GL_CheckErrors (void)
 
void R_TestImage_f (const idCmdArgs &args)
 
void R_TestVideo_f (const idCmdArgs &args)
 
void R_ReportSurfaceAreas_f (const idCmdArgs &args)
 
void R_ReportImageDuplication_f (const idCmdArgs &args)
 
void R_Benchmark_f (const idCmdArgs &args)
 
void R_ReadTiledPixels (int width, int height, byte *buffer, renderView_t *ref=NULL)
 
void R_ScreenshotFilename (int &lastNumber, const char *base, idStr &fileName)
 
void R_ScreenShot_f (const idCmdArgs &args)
 
void R_StencilShot (void)
 
void R_EnvShot_f (const idCmdArgs &args)
 
void R_SampleCubeMap (const idVec3 &dir, int size, byte *buffers[6], byte result[4])
 
void R_MakeAmbientMap_f (const idCmdArgs &args)
 
void R_SetColorMappings (void)
 
void GfxInfo_f (const idCmdArgs &args)
 
void R_VidRestart_f (const idCmdArgs &args)
 
void R_InitMaterials (void)
 
void R_TouchGui_f (const idCmdArgs &args)
 
void R_InitCvars (void)
 
void R_InitCommands (void)
 

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
 
voidpointer
 
 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 []
 

Macro Definition Documentation

#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.

Typedef Documentation

typedef struct vidmode_s vidmode_t

Function Documentation

void GfxInfo_f ( const idCmdArgs args)

Definition at line 1776 of file RenderSystem_init.cpp.

void GL_CheckErrors ( void  )

Definition at line 739 of file RenderSystem_init.cpp.

void* APIENTRY* qAllocateMemoryNV ( GLsizei  size,
float  readFrequency,
float  writeFrequency,
float  priority 
)
void R_Benchmark_f ( const idCmdArgs args)

Definition at line 1101 of file RenderSystem_init.cpp.

bool R_CheckExtension ( char *  name)

Definition at line 318 of file RenderSystem_init.cpp.

void R_EnvShot_f ( const idCmdArgs args)

Definition at line 1457 of file RenderSystem_init.cpp.

void R_InitCommands ( void  )

Definition at line 2048 of file RenderSystem_init.cpp.

void R_InitCvars ( void  )

Definition at line 2039 of file RenderSystem_init.cpp.

void R_InitMaterials ( void  )

Definition at line 1969 of file RenderSystem_init.cpp.

void R_InitOpenGL ( void  )

Definition at line 618 of file RenderSystem_init.cpp.

void R_MakeAmbientMap_f ( const idCmdArgs args)

Definition at line 1598 of file RenderSystem_init.cpp.

void R_ReadTiledPixels ( int  width,
int  height,
byte buffer,
renderView_t ref = NULL 
)

Definition at line 1154 of file RenderSystem_init.cpp.

void R_ReportImageDuplication_f ( const idCmdArgs args)

Definition at line 972 of file RenderSystem_init.cpp.

void R_ReportSurfaceAreas_f ( const idCmdArgs args)

Definition at line 938 of file RenderSystem_init.cpp.

void R_SampleCubeMap ( const idVec3 dir,
int  size,
byte buffers[6],
byte  result[4] 
)

Definition at line 1543 of file RenderSystem_init.cpp.

void R_ScreenShot_f ( const idCmdArgs args)

Definition at line 1350 of file RenderSystem_init.cpp.

void R_ScreenshotFilename ( int lastNumber,
const char *  base,
idStr fileName 
)

Definition at line 1303 of file RenderSystem_init.cpp.

void R_SetColorMappings ( void  )

Definition at line 1738 of file RenderSystem_init.cpp.

void R_StencilShot ( void  )

Definition at line 1410 of file RenderSystem_init.cpp.

void R_TestImage_f ( const idCmdArgs args)

Definition at line 835 of file RenderSystem_init.cpp.

void R_TestVideo_f ( const idCmdArgs args)

Definition at line 865 of file RenderSystem_init.cpp.

void R_TouchGui_f ( const idCmdArgs args)

Definition at line 2021 of file RenderSystem_init.cpp.

void R_VidRestart_f ( const idCmdArgs args)

Definition at line 1875 of file RenderSystem_init.cpp.

void ( APIENTRY qglMultiTexCoord2fARB)

Variable Documentation

Definition at line 235 of file RenderSystem_init.cpp.

Definition at line 235 of file RenderSystem_init.cpp.

Definition at line 235 of file RenderSystem_init.cpp.

Definition at line 235 of file RenderSystem_init.cpp.

Definition at line 235 of file RenderSystem_init.cpp.

Definition at line 233 of file RenderSystem_init.cpp.

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.

Definition at line 233 of file RenderSystem_init.cpp.

Definition at line 235 of file RenderSystem_init.cpp.

Definition at line 231 of file RenderSystem_init.cpp.

Definition at line 229 of file RenderSystem_init.cpp.

Definition at line 241 of file RenderSystem_init.cpp.

Definition at line 233 of file RenderSystem_init.cpp.

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.

const GLvoid const void* PFNGLGENFRAGMENTSHADERSATIPROC qglGenFragmentShadersATI

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_finish("r_finish","0", CVAR_RENDERER|CVAR_BOOL,"force a call to glFinish() every frame")
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_ignoreGLErrors("r_ignoreGLErrors","1", CVAR_RENDERER|CVAR_BOOL,"ignore GL errors")
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_showAlloc("r_showAlloc","0", CVAR_RENDERER|CVAR_BOOL,"report alloc/free counts")
idCVar r_showCull("r_showCull","0", CVAR_RENDERER|CVAR_BOOL,"report sphere and box culling stats")
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_showEdges("r_showEdges","0", CVAR_RENDERER|CVAR_BOOL,"draw the sil edges")
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_showMemory("r_showMemory","0", CVAR_RENDERER|CVAR_BOOL,"print frame memory utilization")
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_skipBackEnd("r_skipBackEnd","0", CVAR_RENDERER|CVAR_BOOL,"don't draw anything")
idCVar r_skipBlendLights("r_skipBlendLights","0", CVAR_RENDERER|CVAR_BOOL,"skip all blend lights")
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_skipDiffuse("r_skipDiffuse","0", CVAR_RENDERER|CVAR_BOOL,"use black for diffuse")
idCVar r_skipDynamicTextures("r_skipDynamicTextures","0", CVAR_RENDERER|CVAR_BOOL,"don't dynamically create textures")
idCVar r_skipFogLights("r_skipFogLights","0", CVAR_RENDERER|CVAR_BOOL,"skip all fog lights")
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_skipOverlays("r_skipOverlays","0", CVAR_RENDERER|CVAR_BOOL,"skip overlay surfaces")
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_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_skipROQ("r_skipROQ","0", CVAR_RENDERER|CVAR_BOOL,"skip ROQ decoding")
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_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_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[]
Initial value:
= {
{ "Mode 0: 320x240", 320, 240 },
{ "Mode 1: 400x300", 400, 300 },
{ "Mode 2: 512x384", 512, 384 },
{ "Mode 3: 640x480", 640, 480 },
{ "Mode 4: 800x600", 800, 600 },
{ "Mode 5: 1024x768", 1024, 768 },
{ "Mode 6: 1152x864", 1152, 864 },
{ "Mode 7: 1280x1024", 1280, 1024 },
{ "Mode 8: 1600x1200", 1600, 1200 },
}

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.

Definition at line 235 of file RenderSystem_init.cpp.

GLfloat* st

Definition at line 225 of file RenderSystem_init.cpp.

Definition at line 235 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.