FTEQW
Documentation of the FTE engine source tree.
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Variables | |
refdef_t | r_refdef |
vec3_t | r_origin |
vec3_t | vpn |
vec3_t | vright |
vec3_t | vup |
entity_t | r_worldentity |
entity_t * | currententity |
int | r_framecount |
qboolean | r_forceheadless |
struct texture_s * | r_notexture_mip |
int | r_blockvidrestart |
int | r_regsequence |
int | rspeeds [RSPEED_MAX] |
int | rquant [RQUANT_MAX] |
qboolean | vid_isfullscreen |
unsigned int | d_8to24rgbtable [256] |
unsigned int | d_8to24srgbtable [256] |
unsigned int | d_8to24bgrtable [256] |
unsigned int | d_quaketo24srgbtable [256] |
int | gl_anisotropy_factor |
cvar_t | vid_vsync |
cvar_t | in_windowed_mouse |
cvar_t | con_ocranaleds = CVAR ("con_ocranaleds", "2") |
cvar_t | cl_cursor = CVAR ("cl_cursor", "") |
cvar_t | cl_cursorscale = CVAR ("cl_cursor_scale", "1.0") |
cvar_t | cl_cursorbiasx = CVAR ("cl_cursor_bias_x", "0.0") |
cvar_t | cl_cursorbiasy = CVAR ("cl_cursor_bias_y", "0.0") |
cvar_t | gl_nocolors = CVARFD ("gl_nocolors", "0", CVAR_ARCHIVE, "Ignores player colours and skins, reducing texture memory usage at the cost of not knowing whether you're killing your team mates.") |
cvar_t | gl_part_flame = CVARFD ("gl_part_flame", "1", CVAR_ARCHIVE, "Enable particle emitting from models. Mainly used for torch and flame effects.") |
cvar_t | vid_devicename = CVARFD ("vid_devicename", "", CVAR_ARCHIVE | CVAR_VIDEOLATCH, "Specifies which video device to try to use. If blank or invalid then one will be guessed.") |
cvar_t | gl_shadeq1_name = CVARD ("gl_shadeq1_name", "*", "Rename all surfaces from quake1 bsps using this pattern for the purposes of shader names.") |
cvar_t | r_vertexlight |
cvar_t | r_forceprogramify |
cvar_t | r_glsl_precache |
cvar_t | r_halfrate |
cvar_t | dpcompat_nopremulpics |
cvar_t | dpcompat_psa_ungroup = CVAR ("dpcompat_psa_ungroup", "0") |
cvar_t | r_ignoreentpvs = CVARD ("r_ignoreentpvs", "1", "Disables pvs culling of entities that have been submitted to the renderer.") |
cvar_t | mod_md3flags = CVARD ("mod_md3flags", "1", "The flags field of md3s was never officially defined. If this is set to 1, the flags will be treated identically to mdl files. Otherwise they will be ignored. Naturally, this is required to provide rotating pickups in quake.") |
cvar_t | r_ambient |
cvar_t | r_bloodstains = CVARF ("r_bloodstains", "1", CVAR_ARCHIVE) |
cvar_t | r_bouncysparks |
cvar_t | r_drawentities = CVARFD ("r_drawentities", "1", CVAR_CHEAT, "Controls whether to draw entities or not.\n0: Draw no entities.\n1: Draw everything as normal.\n2: Draw everything but bmodels.\n3: Draw bmodels only.") |
cvar_t | r_max_gpu_bones = CVARD ("r_max_gpu_bones", "", "Specifies the maximum number of bones that can be handled on the GPU. If empty, will guess.") |
cvar_t | r_drawflat |
cvar_t | r_lightmap |
cvar_t | r_wireframe |
cvar_t | r_outline = CVARD ("gl_outline", "0", "Draw some stylised outlines.") |
cvar_t | r_outline_width = CVARD ("gl_outline_width", "2", "The width of those outlines.") |
cvar_t | r_wireframe_smooth = CVAR ("r_wireframe_smooth", "0") |
cvar_t | r_refract_fbo = CVARD ("r_refract_fbo", "1", "Use an fbo for refraction. If 0, just renders as a portal and uses a copy of the current framebuffer.") |
cvar_t | r_refractreflect_scale = CVARD ("r_refractreflect_scale", "0.5", "Use a different scale for refraction and reflection texturemaps. Because $reasons.") |
cvar_t | r_drawviewmodel = CVARF ("r_drawviewmodel", "1", CVAR_ARCHIVE) |
cvar_t | r_drawviewmodelinvis = CVAR ("r_drawviewmodelinvis", "0") |
cvar_t | r_dynamic |
cvar_t | r_temporalscenecache |
cvar_t | r_fastturb |
cvar_t | r_fb_bmodels |
cvar_t | r_fb_models |
cvar_t | r_skin_overlays |
cvar_t | r_globalskin_first = CVARFD ("r_globalskin_first", "100", CVAR_RENDERERLATCH, "Specifies the first .skin value that is a global skin. Entities within this range will use the shader/image called 'gfx/skinSKIN.lmp' instead of their regular skin. See also: r_globalskin_count.") |
cvar_t | r_globalskin_count = CVARFD ("r_globalskin_count", "10", CVAR_RENDERERLATCH, "Specifies how many globalskins there are.") |
cvar_t | r_coronas = CVARFD ("r_coronas", "0", CVAR_ARCHIVE, "Draw coronas on realtime lights. Overrides glquake-esque flashblends.") |
cvar_t | r_coronas_intensity = CVARFD ("r_coronas_intensity", "1", CVAR_ARCHIVE, "Alternative intensity multiplier for coronas.") |
cvar_t | r_coronas_occlusion = CVARFD ("r_coronas_occlusion", "", CVAR_ARCHIVE, "Specifies that coronas should be occluded more carefully.\n0: No occlusion, at all.\n1: BSP occlusion only (simple tracelines).\n2: non-bsp occlusion also (complex tracelines).\n3: Depthbuffer reads (forces synchronisation).\n4: occlusion queries.") |
cvar_t | r_coronas_mindist = CVARFD ("r_coronas_mindist", "128", CVAR_ARCHIVE, "Coronas closer than this will be invisible, preventing near clip plane issues.") |
cvar_t | r_coronas_fadedist = CVARFD ("r_coronas_fadedist", "256", CVAR_ARCHIVE, "Coronas will fade out over this distance.") |
cvar_t | r_flashblend |
cvar_t | r_flashblendscale |
cvar_t | r_floorcolour |
cvar_t | r_fullbright |
cvar_t | r_fullbrightSkins |
cvar_t | r_lightmap_saturation = CVAR ("r_lightmap_saturation", "1") |
cvar_t | r_lightstylesmooth = CVARF ("r_lightstylesmooth", "0", CVAR_ARCHIVE) |
cvar_t | r_lightstylesmooth_limit = CVAR ("r_lightstylesmooth_limit", "2") |
cvar_t | r_lightstylespeed = CVAR ("r_lightstylespeed", "10") |
cvar_t | r_lightstylescale = CVAR ("r_lightstylescale", "1") |
cvar_t | r_lightmap_scale = CVARFD ("r_shadow_realtime_nonworld_lightmaps", "1", 0, "Scaler for lightmaps used when not using realtime world lighting. Probably broken.") |
cvar_t | r_hdr_framebuffer = CVARFCD("r_hdr_framebuffer", "0", CVAR_ARCHIVE, R_HDR_FramebufferFormat_Changed, "If enabled, the map will be rendered into a high-precision image framebuffer. This avoids issues with shaders that contribute more than 1 in any single pass (like overbrights). Can also be set to the name of an image format, to force rendering to that format first - interesting formats are L8, RGB565, B10G11R11F, and others.") |
cvar_t | r_hdr_irisadaptation = CVARF ("r_hdr_irisadaptation", "0", CVAR_ARCHIVE) |
cvar_t | r_hdr_irisadaptation_multiplier = CVAR ("r_hdr_irisadaptation_multiplier", "2") |
cvar_t | r_hdr_irisadaptation_minvalue = CVAR ("r_hdr_irisadaptation_minvalue", "0.5") |
cvar_t | r_hdr_irisadaptation_maxvalue = CVAR ("r_hdr_irisadaptation_maxvalue", "4") |
cvar_t | r_hdr_irisadaptation_fade_down = CVAR ("r_hdr_irisadaptation_fade_down", "0.5") |
cvar_t | r_hdr_irisadaptation_fade_up = CVAR ("r_hdr_irisadaptation_fade_up", "0.1") |
cvar_t | r_loadlits = CVARFD("r_loadlit", "1", CVAR_ARCHIVE, "Whether to load lit files.\n0: Do not load external rgb lightmap data.\n1: Load but don't generate.\n2: Generate ldr lighting (if none found).\n3: Generate hdr lighting (if none found).\nNote that regeneration of lightmap data may be unreliable if the map was made for more advanced lighting tools.\nDeluxemap information will also be generated, as appropriate.") |
cvar_t | r_menutint |
cvar_t | r_netgraph = CVARD ("r_netgraph", "0", "Displays a graph of packet latency. A value of 2 will give additional info about what sort of data is being received from the server.") |
cvar_t | r_lerpmuzzlehack |
cvar_t | mod_h2holey_bugged |
cvar_t | mod_halftexel |
cvar_t | mod_nomipmap |
cvar_t | r_nolerp = CVARF ("r_nolerp", "0", CVAR_ARCHIVE) |
cvar_t | r_noframegrouplerp = CVARF ("r_noframegrouplerp", "0", CVAR_ARCHIVE) |
cvar_t | r_nolightdir = CVARF ("r_nolightdir", "0", CVAR_ARCHIVE) |
cvar_t | r_novis = CVARF ("r_novis", "0", CVAR_ARCHIVE) |
cvar_t | r_part_rain |
cvar_t | r_softwarebanding_cvar = CVARFD ("r_softwarebanding", "0", CVAR_SHADERSYSTEM|CVAR_RENDERERLATCH|CVAR_ARCHIVE, "Utilise the Quake colormap in order to emulate 8bit software rendering. This results in banding as well as other artifacts that some believe adds character. Also forces nearest sampling on affected surfaces (palette indicies do not interpolate well).") |
qboolean | r_softwarebanding |
cvar_t | r_speeds = CVAR ("r_speeds", "0") |
cvar_t | r_stainfadeammount = CVAR ("r_stainfadeammount", "1") |
cvar_t | r_stainfadetime = CVAR ("r_stainfadetime", "1") |
cvar_t | r_stains |
cvar_t | r_renderscale = CVARFD("r_renderscale", "1", CVAR_ARCHIVE, "Provides a way to enable subsampling or super-sampling") |
cvar_t | r_fxaa = CVARFD("r_fxaa", "0", CVAR_ARCHIVE, "Runs a post-procesing pass to strip the jaggies.") |
cvar_t | r_graphics = CVARFD("r_graphics", "1", CVAR_ARCHIVE, "Turning this off will result in ascii-style rendering.") |
cvar_t | r_postprocshader = CVARD("r_postprocshader", "", "Specifies a custom shader to use as a post-processing shader") |
cvar_t | r_wallcolour |
cvar_t | r_wateralpha |
cvar_t | r_lavaalpha |
cvar_t | r_slimealpha |
cvar_t | r_telealpha |
cvar_t | r_waterwarp |
cvar_t | r_replacemodels |
cvar_t | r_lightmap_nearest = CVARFD ("gl_lightmap_nearest", "0", CVAR_ARCHIVE, "Use nearest sampling for lightmaps. This will give a more blocky look. Meaningless when gl_lightmap_average is enabled.") |
cvar_t | r_lightmap_average = CVARFD ("gl_lightmap_average", "0", CVAR_ARCHIVE, "Determine lightmap values based upon the center of the polygon. This will give a more buggy look, quite probably.") |
cvar_t | r_lightmap_format = CVARFCD ("r_lightmap_format", "", CVAR_ARCHIVE, R_Lightmap_Format_Changed, "Overrides the default texture format used for lightmaps. rgb9e5 is a good choice for HDR.") |
cvar_t | scr_allowsnap |
cvar_t | scr_centersbar = CVAR ("scr_centersbar", "2") |
cvar_t | scr_centertime = CVAR ("scr_centertime", "2") |
cvar_t | scr_logcenterprint = CVARD ("con_logcenterprint", "1", "Specifies whether to print centerprints on the console.\n0: never\n1: single-player or coop only.\n2: always.") |
cvar_t | scr_conalpha |
cvar_t | scr_consize = CVAR ("scr_consize", "0.5") |
cvar_t | scr_conspeed = CVAR ("scr_conspeed", "2000") |
cvar_t | scr_fov_mode = CVARFD ("scr_fov_mode", "4", CVAR_ARCHIVE, "Controls what the fov cvar actually controls:\n0: largest axis (ultra-wide monitors means less height will be visible).\n1: smallest axis (ultra-wide monitors will distort at the edges).\n2: horizontal axis.\n3: vertical axis.\n4: 4:3 horizontal axis, padded for wider resolutions (for a more classic fov)") |
cvar_t | scr_fov |
cvar_t | scr_fov_viewmodel |
cvar_t | scr_printspeed = CVAR ("scr_printspeed", "16") |
cvar_t | scr_showpause = CVAR ("showpause", "1") |
cvar_t | scr_showturtle = CVARD ("showturtle", "0", "Enables a low-framerate indicator.") |
cvar_t | scr_turtlefps = CVAR ("scr_turtlefps", "10") |
cvar_t | scr_sshot_compression = CVAR ("scr_sshot_compression", "75") |
cvar_t | scr_sshot_type = CVARD ("scr_sshot_type", "png", "This specifies the default extension(and thus file format) for screenshots.\nKnown extensions are: png, jpg/jpeg, bmp, pcx, tga, ktx, dds.") |
cvar_t | scr_sshot_prefix = CVAR ("scr_sshot_prefix", "screenshots/fte-") |
cvar_t | scr_viewsize = CVARFC("viewsize", "100", CVAR_ARCHIVE, SCR_Viewsize_Callback) |
cvar_t | vid_conautoscale |
cvar_t | vid_baseheight = CVARD ("vid_baseheight", "", "Specifies a mod's target height and used only when the 2d scale is not otherwise forced. Unlike vid_conheight the size is not fixed and will be padded to avoid inconsistent filtering.") |
cvar_t | vid_minsize |
cvar_t | vid_conheight |
cvar_t | vid_conwidth |
cvar_t | vid_renderer |
cvar_t | vid_renderer_opts = CVARFD ("_vid_renderer_opts", NULL, CVAR_NOSET|CVAR_NOSAVE, "The possible video renderer apis, in \"value\" \"description\" pairs, for gamecode to read.") |
cvar_t | vid_bpp |
cvar_t | vid_depthbits |
cvar_t | vid_desktopsettings |
cvar_t | vid_fullscreen = CVARF ("vid_fullscreen", "0", CVAR_ARCHIVE|CVAR_VIDEOLATCH) |
cvar_t | vid_height |
cvar_t | vid_multisample |
cvar_t | vid_refreshrate |
cvar_t | vid_srgb |
cvar_t | vid_wndalpha = CVARD ("vid_wndalpha", "1", "When running windowed, specifies the window's transparency level.") |
cvar_t | vid_winthread = CVARFD ("vid_winthread", "", CVAR_ARCHIVE|CVAR_VIDEOLATCH, "When enabled, window messages will be handled by a separate thread. This allows the game to continue rendering when Microsoft Windows blocks while resizing, etc.") |
cvar_t | vid_width |
cvar_t | vid_dpi_x = CVARFD ("vid_dpi_x", "0", CVAR_NOSET, "For mods that need to determine the physical screen size (like with touchscreens). 0 means unknown") |
cvar_t | vid_dpi_y = CVARFD ("vid_dpi_y", "0", CVAR_NOSET, "For mods that need to determine the physical screen size (like with touchscreens). 0 means unknown") |
cvar_t | r_stereo_separation = CVARD("r_stereo_separation", "4", "How far apart your eyes are, in quake units. A non-zero value will enable stereoscoping rendering. You might need some of them retro 3d glasses. Hardware support is recommended, see r_stereo_context.") |
cvar_t | r_stereo_convergence = CVARD("r_stereo_convergence", "0", "Nudges the angle of each eye inwards when using stereoscopic rendering.") |
cvar_t | r_stereo_method = CVARFD("r_stereo_method", "0", CVAR_ARCHIVE, "Value 0 = Off.\nValue 1 = Attempt hardware acceleration. Requires vid_restart.\nValue 2 = red/cyan.\nValue 3 = red/blue.\nValue 4=red/green.\nValue 5=eye strain.") |
cvar_t | r_dodgytgafiles |
cvar_t | r_dodgypcxfiles |
cvar_t | r_keepimages |
cvar_t | r_ignoremapprefixes |
cvar_t | r_dodgymiptex |
char * | r_defaultimageextensions |
cvar_t | r_imageextensions |
cvar_t | r_image_downloadsizelimit |
cvar_t | r_drawworld |
cvar_t | r_mirroralpha = CVARFD("r_mirroralpha","1", CVAR_CHEAT|CVAR_SHADERSYSTEM|CVAR_RENDERERLATCH, "Specifies how the default shader is generated for the 'window02_1' texture. Values less than 1 will turn it into a mirror.") |
cvar_t | r_norefresh = CVAR("r_norefresh","0") |
cvar_t | r_polygonoffset_submodel_factor = CVARD("r_polygonoffset_submodel_factor", "0", "z-fighting avoidance. Pushes submodel depth values slightly towards the camera depending on the slope of the surface.") |
cvar_t | r_polygonoffset_submodel_offset = CVARD("r_polygonoffset_submodel_offset", "0", "z-fighting avoidance. Pushes submodel depth values slightly towards the camera by a consistent distance.") |
cvar_t | r_polygonoffset_submodel_maps = CVARD("r_polygonoffset_submodel_map", "e?m? r?m? hip?m?", "List of maps on which z-fighting reduction should be used. wildcards accepted.") |
cvar_t | r_polygonoffset_shadowmap_offset = CVAR("r_polygonoffset_shadowmap_factor", "0.05") |
cvar_t | r_polygonoffset_shadowmap_factor = CVAR("r_polygonoffset_shadowmap_offset", "0") |
cvar_t | r_polygonoffset_stencil_factor = CVAR("r_polygonoffset_stencil_factor", "0.01") |
cvar_t | r_polygonoffset_stencil_offset = CVAR("r_polygonoffset_stencil_offset", "1") |
rendererstate_t | currentrendererstate |
cvar_t | gl_workaround_ati_shadersource = CVARD ("gl_workaround_ati_shadersource", "1", "Work around ATI driver bugs in the glShaderSource function. Can safely be enabled with other drivers too.") |
cvar_t | vid_gl_context_version = CVARD ("vid_gl_context_version", "", "Specifies the version of OpenGL to try to create.") |
cvar_t | vid_gl_context_forwardcompatible = CVARD ("vid_gl_context_forwardcompatible", "0", "Requests an opengl context with no depricated features enabled.") |
cvar_t | vid_gl_context_compatibility = CVARD ("vid_gl_context_compatibility", "1", "Requests an OpenGL context with fixed-function backwards compat.") |
cvar_t | vid_gl_context_debug = CVARD ("vid_gl_context_debug", "0", "Requests a debug opengl context. This provides better error oreporting.") |
cvar_t | vid_gl_context_es = CVARD ("vid_gl_context_es", "0", "Requests an OpenGLES context. Be sure to set vid_gl_context_version to 2 or so.") |
cvar_t | vid_gl_context_robustness = CVARD ("vid_gl_context_robustness", "1", "Attempt to enforce extra buffer protection in the gl driver, but can be slower with pre-gl3 hardware.") |
cvar_t | vid_gl_context_selfreset = CVARD ("vid_gl_context_selfreset", "1", "Upon hardware failure, have the engine create a new context instead of depending on the drivers to restore everything. This can help to avoid graphics drivers randomly killing your game, and can help reduce memory requirements.") |
cvar_t | vid_gl_context_noerror = CVARD ("vid_gl_context_noerror", "", "Disables OpenGL's error checks for a small performance speedup. May cause segfaults if stuff wasn't properly implemented/tested.") |
cvar_t | gl_immutable_textures = CVARFD ("gl_immutable_textures", "1", CVAR_VIDEOLATCH, "Controls whether to use immutable GPU memory allocations for OpenGL textures. This potentially means less work for the drivers and thus higher framerates.") |
cvar_t | gl_immutable_buffers = CVARFD ("gl_immutable_buffers", "1", CVAR_VIDEOLATCH, "Controls whether to use immutable GPU memory allocations for static OpenGL vertex buffers. This potentially means less work for the drivers and thus higher framerates.") |
cvar_t | gl_pbolightmaps = CVARFD ("gl_pbolightmaps", "1", CVAR_RENDERERLATCH, "Controls whether to use PBOs for streaming lightmap updates. This prevents CPU stalls while the driver reads out the lightmap data (lightmap updates are still not free though).") |
cvar_t | r_tessellation = CVARAFD ("r_tessellation", "0", "gl_ati_truform", CVAR_SHADERSYSTEM, "Enables+controls the use of blinn tessellation on the fallback shader for meshes, equivelent to a shader with 'program defaultskin#TESS'. This will look stupid unless the meshes were actually designed for it and have suitable vertex normals.") |
cvar_t | gl_ati_truform_type = CVAR ("gl_ati_truform_type", "1") |
cvar_t | r_tessellation_level = CVAR ("r_tessellation_level", "5") |
cvar_t | gl_blend2d = CVAR ("gl_blend2d", "1") |
cvar_t | gl_blendsprites = CVARFD ("gl_blendsprites", "0", CVAR_SHADERSYSTEM, "Specifies how sprites are blended.\n0: Alpha tested.\n1: Premultiplied blend.\n2: Additive blend.") |
cvar_t | r_deluxemapping_cvar |
cvar_t | mod_loadsurfenvmaps = CVARD ("r_loadsurfenvmaps", "1", "Load local reflection environment-maps, where available. These are normally defined via env_cubemap entities dotted around the place.") |
qboolean | r_deluxemapping |
cvar_t | r_shaderblobs = CVARD ("r_shaderblobs", "0", "If enabled, can massively accelerate vid restarts / loading (especially with the d3d renderer). Can cause issues when upgrading engine versions, so this is disabled by default.") |
cvar_t | gl_compress = CVARAFD ("gl_compress", "0", "r_ext_compressed_textures", CVAR_ARCHIVE, "Enable automatic texture compression even for textures which are not pre-compressed.") |
cvar_t | gl_conback |
cvar_t | gl_font |
cvar_t | con_textfont |
cvar_t | gl_lateswap = CVAR ("gl_lateswap", "0") |
cvar_t | gl_lerpimages = CVARFD ("gl_lerpimages", "1", CVAR_ARCHIVE, "Enables smoother resampling for images which are not power-of-two, when the drivers do not support non-power-of-two textures.") |
cvar_t | gl_load24bit |
cvar_t | r_clear |
cvar_t | r_clearcolour = CVARAFC("r_clearcolour", "0.12 0.12 0.12", "r_clearcolor", 0, R_ClearColour_Changed) |
cvar_t | gl_max_size = CVARFD ("gl_max_size", "8192", CVAR_RENDERERLATCH, "Specifies the maximum texture size that the engine may use. Textures larger than this will be downsized. Clamped by the value the driver supports.") |
cvar_t | gl_menutint_shader = CVARD ("gl_menutint_shader", "1", "Controls the use of GLSL to desaturate the background when drawing the menu, like quake's dos software renderer used to do before the ugly dithering of winquake.") |
cvar_t | gl_mindist |
cvar_t | gl_motionblur |
cvar_t | gl_motionblurscale = CVAR ("gl_motionblurscale", "1") |
cvar_t | gl_overbright |
cvar_t | gl_overbright_all |
cvar_t | gl_picmip = CVARFD ("gl_picmip", "0", CVAR_ARCHIVE, "Reduce world/model texture sizes by some exponential factor.") |
cvar_t | gl_picmip2d = CVARFD ("gl_picmip2d", "0", CVAR_ARCHIVE, "Reduce hud/menu texture sizes by some exponential factor.") |
cvar_t | gl_picmip_world = CVARFD ("gl_picmip_world", "0", CVAR_ARCHIVE, "Effectively added to gl_picmip for the purposes of world textures.") |
cvar_t | gl_picmip_sprites = CVARFD ("gl_picmip_sprites", "0", CVAR_ARCHIVE, "Effectively added to gl_picmip for the purposes of sprite textures.") |
cvar_t | gl_picmip_other = CVARFD ("gl_picmip_other", "0", CVAR_ARCHIVE, "Effectively added to gl_picmip for the purposes of model textures.") |
cvar_t | gl_nohwblend = CVARD ("gl_nohwblend","1", "If 1, don't use hardware gamma ramps for transient effects that change each frame (does not affect long-term effects like holding quad or underwater tints).") |
cvar_t | gl_smoothcrosshair = CVAR ("gl_smoothcrosshair", "1") |
cvar_t | gl_maxdist = CVARAD ("gl_maxdist", "0", "gl_farclip", "The distance of the far clip plane. If set to 0, some fancy maths will be used to place it at an infinite distance.") |
cvar_t | gl_specular = CVARFD ("gl_specular", "0.3", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "Multiplier for specular effects.") |
cvar_t | gl_specular_power = CVARF ("gl_specular_power", "32", CVAR_ARCHIVE|CVAR_SHADERSYSTEM) |
cvar_t | gl_specular_fallback = CVARF ("gl_specular_fallback", "0.05", CVAR_ARCHIVE|CVAR_RENDERERLATCH) |
cvar_t | gl_specular_fallbackexp = CVARF ("gl_specular_fallbackexp", "1", CVAR_ARCHIVE|CVAR_RENDERERLATCH) |
cvar_t | gl_texture_anisotropic_filtering |
cvar_t | gl_texturemode |
cvar_t | gl_texture_lodbias |
cvar_t | gl_mipcap |
cvar_t | gl_texturemode2d |
cvar_t | r_font_linear = CVARF("r_font_linear", "1", CVAR_ARCHIVE) |
cvar_t | r_font_postprocess_outline = CVARFD("r_font_postprocess_outline", "0", 0, "Controls the number of pixels of dark borders to use around fonts.") |
cvar_t | r_font_postprocess_mono = CVARFD("r_font_postprocess_mono", "0", 0, "Disables anti-aliasing on fonts.") |
cvar_t | dpcompat_smallerfonts = CVARFD("dpcompat_smallerfonts", "0", 0, "Mimics DP's behaviour of using a smaller font size than was actually requested.") |
cvar_t | vid_triplebuffer = CVARAFD ("vid_triplebuffer", "1", "gl_triplebuffer", CVAR_ARCHIVE, "Specifies whether the hardware is forcing tripplebuffering on us, this is the number of extra page swaps required before old data has been completely overwritten.") |
cvar_t | r_portalrecursion = CVARD ("r_portalrecursion", "1", "The number of portals the camera is allowed to recurse through.") |
cvar_t | r_portaldrawplanes = CVARD ("r_portaldrawplanes", "0", "Draw front and back planes in portals. Debug feature.") |
cvar_t | r_portalonly = CVARD ("r_portalonly", "0", "Don't draw things which are not portals. Debug feature.") |
cvar_t | r_noaliasshadows = CVARF ("r_noaliasshadows", "0", CVAR_ARCHIVE) |
cvar_t | r_lodscale = CVARFD ("r_lodscale", "5", CVAR_ARCHIVE, "Scales the level-of-detail reduction on models (for those that have lod).") |
cvar_t | r_lodbias = CVARFD ("r_lodbias", "0", CVAR_ARCHIVE, "Biases the level-of-detail on models (for those that have lod).") |
cvar_t | r_shadows = CVARFD ("r_shadows", "0", CVAR_ARCHIVE, "Draw basic blob shadows underneath entities without using realtime lighting.") |
cvar_t | r_showbboxes = CVARFD("r_showbboxes", "0", CVAR_CHEAT, "Debugging. Shows bounding boxes. 1=ssqc, 2=csqc. Red=solid, Green=stepping/toss/bounce, Blue=onground.") |
cvar_t | r_showfields = CVARD("r_showfields", "0", "Debugging. Shows entity fields boxes (entity closest to crosshair). 1=ssqc, 2=csqc, 3=snapshots.") |
cvar_t | r_showshaders = CVARD("r_showshaders", "0", "Debugging. Shows the name of the (worldmodel) shader being pointed to.") |
cvar_t | r_lightprepass_cvar = CVARFD("r_lightprepass", "0", CVAR_ARCHIVE, "Experimental. Attempt to use a different lighting mechanism (aka: deferred lighting). Requires vid_reload to take effect.") |
int | r_lightprepass |
cvar_t | r_shadow_bumpscale_basetexture = CVARD ("r_shadow_bumpscale_basetexture", "0", "bumpyness scaler for generation of fallback normalmap textures from models") |
cvar_t | r_shadow_bumpscale_bumpmap = CVARD ("r_shadow_bumpscale_bumpmap", "4", "bumpyness scaler for _bump textures") |
cvar_t | r_shadow_heightscale_basetexture = CVARD ("r_shadow_heightscale_basetexture", "0", "scaler for generation of height maps from legacy paletted content.") |
cvar_t | r_shadow_heightscale_bumpmap = CVARD ("r_shadow_heightscale_bumpmap", "1", "height scaler for 8bit _bump textures") |
cvar_t | r_glsl_pbr = CVARFD ("r_glsl_pbr", "0", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "Force PBR shading.") |
cvar_t | r_glsl_offsetmapping = CVARFD ("r_glsl_offsetmapping", "0", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "Enables the use of paralax mapping, adding fake depth to textures.") |
cvar_t | r_glsl_offsetmapping_scale = CVAR ("r_glsl_offsetmapping_scale", "0.04") |
cvar_t | r_glsl_offsetmapping_reliefmapping = CVARFD("r_glsl_offsetmapping_reliefmapping", "0", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "Changes the paralax sampling mode to be a bit nicer, but noticably more expensive at high resolutions. r_glsl_offsetmapping must be set.") |
cvar_t | r_glsl_turbscale_reflect = CVARFD ("r_glsl_turbscale_reflect", "1", CVAR_ARCHIVE, "Controls the strength of the water reflection ripples (used by the altwater glsl code).") |
cvar_t | r_glsl_turbscale_refract = CVARFD ("r_glsl_turbscale_refract", "1", CVAR_ARCHIVE, "Controls the strength of the underwater ripples (used by the altwater glsl code).") |
cvar_t | r_fastturbcolour = CVARFD ("r_fastturbcolour", "0.1 0.2 0.3", CVAR_ARCHIVE, "The colour to use for water surfaces draw with r_waterstyle 0.") |
cvar_t | r_waterstyle = CVARFD ("r_waterstyle", "1", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "Changes how water, and teleporters are drawn. Possible values are:\n0: fastturb-style block colour.\n1: regular q1-style water.\n2: refraction(ripply and transparent)\n3: refraction with reflection at an angle\n4: ripplemapped without reflections (requires particle effects)\n5: ripples+reflections") |
cvar_t | r_slimestyle = CVARFD ("r_slimestyle", "", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "See r_waterstyle, but affects only slime. If empty, defers to r_waterstyle.") |
cvar_t | r_lavastyle = CVARFD ("r_lavastyle", "1", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "See r_waterstyle, but affects only lava. If empty, defers to r_waterstyle.") |
cvar_t | r_telestyle = CVARFD ("r_telestyle", "1", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "See r_waterstyle, but affects only teleporters. If empty, defers to r_waterstyle.") |
cvar_t | r_vertexdlights = CVARD ("r_vertexdlights", "0", "Determine model lighting with respect to nearby dlights. Poor-man's rtlights.") |
cvar_t | vid_preservegamma = CVARD ("vid_preservegamma", "0", "Restore initial hardware gamma ramps when quitting.") |
cvar_t | vid_hardwaregamma |
cvar_t | vid_desktopgamma |
cvar_t | r_fog_cullentities = CVARD ("r_fog_cullentities", "1", "0: Never cull entities by fog...\n1: Automatically cull entities according to fog.\n2: Force fog culling regardless ") |
cvar_t | r_fog_exp2 = CVARD ("r_fog_exp2", "1", "Expresses how fog fades with distance. 0 (matching DarkPlaces's default) is typically more realistic, while 1 (matching FitzQuake and others) is more common.") |
cvar_t | r_fog_permutation = CVARFD ("r_fog_permutation", "1", CVAR_SHADERSYSTEM, "Renders fog using a material permutation. 0 plays nicer with q3 shaders, but 1 is otherwise a better choice.") |
cvar_t | gl_dither |
cvar_t | gl_screenangle = CVAR("gl_screenangle", "0") |
cvar_t | d3d9_hlsl = CVAR("d3d_hlsl", "1") |
cvar_t | gl_blacklist_texture_compression |
cvar_t | gl_blacklist_generatemipmap |
void(* | Draw_Init )(void) |
void(* | Draw_Shutdown )(void) |
void(* | R_Init )(void) |
void(* | R_DeInit )(void) |
void(* | R_RenderView )(void) |
qboolean(* | VID_Init )(rendererstate_t *info, unsigned char *palette) |
void(* | VID_DeInit )(void) |
char *(* | VID_GetRGBInfo )(int *stride, int *truevidwidth, int *truevidheight, enum uploadfmt *fmt) |
void(* | VID_SetWindowCaption )(const char *msg) |
qboolean(* | SCR_UpdateScreen )(void) |
r_qrenderer_t | qrenderer |
char * | q_renderername = "Non-Selected renderer" |
qbyte | default_quakepal [768] |
unsigned int | r_viewcontents |
int | r_viewarea |
int | r_viewcluster |
int | r_viewcluster2 |
texid_t | particletexture |
texid_t | particlecqtexture |
texid_t | explosiontexture |
texid_t | balltexture |
texid_t | beamtexture |
texid_t | ptritexture |
qboolean R_ApplyRenderer | ( | rendererstate_t * | newr | ) |
qboolean R_ApplyRenderer_Load | ( | rendererstate_t * | newr | ) |
qboolean R_BuildRenderstate | ( | rendererstate_t * | newr, |
char * | rendererstring | ||
) |
mspriteframe_t * R_GetSpriteFrame | ( | entity_t * | currententity | ) |
qboolean R_RegisterRenderer | ( | void * | module, |
rendererinfo_t * | ri | ||
) |
qboolean R_RegisterVRDriver | ( | void * | module, |
plugvrfuncs_t * | vr | ||
) |
void R_RestartRenderer | ( | rendererstate_t * | newr | ) |
void R_SetFrustum | ( | float | projmat[16], |
float | viewmat[16] | ||
) |
void R_SetRenderer | ( | rendererinfo_t * | ri | ) |
texid_t balltexture |
texid_t beamtexture |
cvar_t cl_cursor = CVAR ("cl_cursor", "") |
cvar_t cl_cursorbiasx = CVAR ("cl_cursor_bias_x", "0.0") |
cvar_t cl_cursorbiasy = CVAR ("cl_cursor_bias_y", "0.0") |
cvar_t cl_cursorscale = CVAR ("cl_cursor_scale", "1.0") |
cvar_t con_ocranaleds = CVAR ("con_ocranaleds", "2") |
cvar_t con_textfont |
entity_t* currententity |
rendererstate_t currentrendererstate |
cvar_t d3d9_hlsl = CVAR("d3d_hlsl", "1") |
unsigned int d_8to24bgrtable[256] |
unsigned int d_8to24rgbtable[256] |
unsigned int d_8to24srgbtable[256] |
unsigned int d_quaketo24srgbtable[256] |
qbyte default_quakepal[768] |
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cvar_t dpcompat_psa_ungroup = CVAR ("dpcompat_psa_ungroup", "0") |
cvar_t dpcompat_smallerfonts = CVARFD("dpcompat_smallerfonts", "0", 0, "Mimics DP's behaviour of using a smaller font size than was actually requested.") |
texid_t explosiontexture |
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cvar_t gl_ati_truform_type = CVAR ("gl_ati_truform_type", "1") |
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cvar_t gl_blend2d = CVAR ("gl_blend2d", "1") |
cvar_t gl_blendsprites = CVARFD ("gl_blendsprites", "0", CVAR_SHADERSYSTEM, "Specifies how sprites are blended.\n0: Alpha tested.\n1: Premultiplied blend.\n2: Additive blend.") |
cvar_t gl_compress = CVARAFD ("gl_compress", "0", "r_ext_compressed_textures", CVAR_ARCHIVE, "Enable automatic texture compression even for textures which are not pre-compressed.") |
cvar_t gl_conback |
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cvar_t gl_font |
cvar_t gl_immutable_buffers = CVARFD ("gl_immutable_buffers", "1", CVAR_VIDEOLATCH, "Controls whether to use immutable GPU memory allocations for static OpenGL vertex buffers. This potentially means less work for the drivers and thus higher framerates.") |
cvar_t gl_immutable_textures = CVARFD ("gl_immutable_textures", "1", CVAR_VIDEOLATCH, "Controls whether to use immutable GPU memory allocations for OpenGL textures. This potentially means less work for the drivers and thus higher framerates.") |
cvar_t gl_lateswap = CVAR ("gl_lateswap", "0") |
cvar_t gl_lerpimages = CVARFD ("gl_lerpimages", "1", CVAR_ARCHIVE, "Enables smoother resampling for images which are not power-of-two, when the drivers do not support non-power-of-two textures.") |
cvar_t gl_load24bit |
cvar_t gl_max_size = CVARFD ("gl_max_size", "8192", CVAR_RENDERERLATCH, "Specifies the maximum texture size that the engine may use. Textures larger than this will be downsized. Clamped by the value the driver supports.") |
cvar_t gl_maxdist = CVARAD ("gl_maxdist", "0", "gl_farclip", "The distance of the far clip plane. If set to 0, some fancy maths will be used to place it at an infinite distance.") |
cvar_t gl_menutint_shader = CVARD ("gl_menutint_shader", "1", "Controls the use of GLSL to desaturate the background when drawing the menu, like quake's dos software renderer used to do before the ugly dithering of winquake.") |
cvar_t gl_mindist |
cvar_t gl_mipcap |
cvar_t gl_motionblur |
cvar_t gl_motionblurscale = CVAR ("gl_motionblurscale", "1") |
cvar_t gl_nocolors = CVARFD ("gl_nocolors", "0", CVAR_ARCHIVE, "Ignores player colours and skins, reducing texture memory usage at the cost of not knowing whether you're killing your team mates.") |
cvar_t gl_nohwblend = CVARD ("gl_nohwblend","1", "If 1, don't use hardware gamma ramps for transient effects that change each frame (does not affect long-term effects like holding quad or underwater tints).") |
cvar_t gl_overbright |
cvar_t gl_overbright_all |
cvar_t gl_part_flame = CVARFD ("gl_part_flame", "1", CVAR_ARCHIVE, "Enable particle emitting from models. Mainly used for torch and flame effects.") |
cvar_t gl_pbolightmaps = CVARFD ("gl_pbolightmaps", "1", CVAR_RENDERERLATCH, "Controls whether to use PBOs for streaming lightmap updates. This prevents CPU stalls while the driver reads out the lightmap data (lightmap updates are still not free though).") |
cvar_t gl_picmip = CVARFD ("gl_picmip", "0", CVAR_ARCHIVE, "Reduce world/model texture sizes by some exponential factor.") |
cvar_t gl_picmip2d = CVARFD ("gl_picmip2d", "0", CVAR_ARCHIVE, "Reduce hud/menu texture sizes by some exponential factor.") |
cvar_t gl_picmip_other = CVARFD ("gl_picmip_other", "0", CVAR_ARCHIVE, "Effectively added to gl_picmip for the purposes of model textures.") |
cvar_t gl_picmip_sprites = CVARFD ("gl_picmip_sprites", "0", CVAR_ARCHIVE, "Effectively added to gl_picmip for the purposes of sprite textures.") |
cvar_t gl_picmip_world = CVARFD ("gl_picmip_world", "0", CVAR_ARCHIVE, "Effectively added to gl_picmip for the purposes of world textures.") |
cvar_t gl_screenangle = CVAR("gl_screenangle", "0") |
cvar_t gl_shadeq1_name = CVARD ("gl_shadeq1_name", "*", "Rename all surfaces from quake1 bsps using this pattern for the purposes of shader names.") |
cvar_t gl_smoothcrosshair = CVAR ("gl_smoothcrosshair", "1") |
cvar_t gl_specular = CVARFD ("gl_specular", "0.3", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "Multiplier for specular effects.") |
cvar_t gl_specular_fallback = CVARF ("gl_specular_fallback", "0.05", CVAR_ARCHIVE|CVAR_RENDERERLATCH) |
cvar_t gl_specular_fallbackexp = CVARF ("gl_specular_fallbackexp", "1", CVAR_ARCHIVE|CVAR_RENDERERLATCH) |
cvar_t gl_specular_power = CVARF ("gl_specular_power", "32", CVAR_ARCHIVE|CVAR_SHADERSYSTEM) |
cvar_t gl_texture_anisotropic_filtering |
cvar_t gl_texture_lodbias |
cvar_t gl_texturemode |
cvar_t gl_texturemode2d |
cvar_t gl_workaround_ati_shadersource = CVARD ("gl_workaround_ati_shadersource", "1", "Work around ATI driver bugs in the glShaderSource function. Can safely be enabled with other drivers too.") |
cvar_t in_windowed_mouse |
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cvar_t mod_halftexel |
cvar_t mod_loadsurfenvmaps = CVARD ("r_loadsurfenvmaps", "1", "Load local reflection environment-maps, where available. These are normally defined via env_cubemap entities dotted around the place.") |
cvar_t mod_md3flags = CVARD ("mod_md3flags", "1", "The flags field of md3s was never officially defined. If this is set to 1, the flags will be treated identically to mdl files. Otherwise they will be ignored. Naturally, this is required to provide rotating pickups in quake.") |
cvar_t mod_nomipmap |
void* module |
texid_t particlecqtexture |
texid_t particletexture |
texid_t ptritexture |
char* q_renderername = "Non-Selected renderer" |
r_qrenderer_t qrenderer |
cvar_t r_ambient |
int r_blockvidrestart |
cvar_t r_bloodstains = CVARF ("r_bloodstains", "1", CVAR_ARCHIVE) |
cvar_t r_bouncysparks |
cvar_t r_clear |
cvar_t r_clearcolour = CVARAFC("r_clearcolour", "0.12 0.12 0.12", "r_clearcolor", 0, R_ClearColour_Changed) |
cvar_t r_coronas = CVARFD ("r_coronas", "0", CVAR_ARCHIVE, "Draw coronas on realtime lights. Overrides glquake-esque flashblends.") |
cvar_t r_coronas_fadedist = CVARFD ("r_coronas_fadedist", "256", CVAR_ARCHIVE, "Coronas will fade out over this distance.") |
cvar_t r_coronas_intensity = CVARFD ("r_coronas_intensity", "1", CVAR_ARCHIVE, "Alternative intensity multiplier for coronas.") |
cvar_t r_coronas_mindist = CVARFD ("r_coronas_mindist", "128", CVAR_ARCHIVE, "Coronas closer than this will be invisible, preventing near clip plane issues.") |
cvar_t r_coronas_occlusion = CVARFD ("r_coronas_occlusion", "", CVAR_ARCHIVE, "Specifies that coronas should be occluded more carefully.\n0: No occlusion, at all.\n1: BSP occlusion only (simple tracelines).\n2: non-bsp occlusion also (complex tracelines).\n3: Depthbuffer reads (forces synchronisation).\n4: occlusion queries.") |
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qboolean r_deluxemapping |
cvar_t r_deluxemapping_cvar |
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cvar_t r_drawentities = CVARFD ("r_drawentities", "1", CVAR_CHEAT, "Controls whether to draw entities or not.\n0: Draw no entities.\n1: Draw everything as normal.\n2: Draw everything but bmodels.\n3: Draw bmodels only.") |
cvar_t r_drawflat |
cvar_t r_drawviewmodel = CVARF ("r_drawviewmodel", "1", CVAR_ARCHIVE) |
cvar_t r_drawviewmodelinvis = CVAR ("r_drawviewmodelinvis", "0") |
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cvar_t r_dynamic |
cvar_t r_fastturb |
cvar_t r_fastturbcolour = CVARFD ("r_fastturbcolour", "0.1 0.2 0.3", CVAR_ARCHIVE, "The colour to use for water surfaces draw with r_waterstyle 0.") |
cvar_t r_fb_bmodels |
cvar_t r_fb_models |
cvar_t r_flashblend |
cvar_t r_flashblendscale |
cvar_t r_floorcolour |
cvar_t r_fog_cullentities = CVARD ("r_fog_cullentities", "1", "0: Never cull entities by fog...\n1: Automatically cull entities according to fog.\n2: Force fog culling regardless ") |
cvar_t r_fog_exp2 = CVARD ("r_fog_exp2", "1", "Expresses how fog fades with distance. 0 (matching DarkPlaces's default) is typically more realistic, while 1 (matching FitzQuake and others) is more common.") |
cvar_t r_fog_permutation = CVARFD ("r_fog_permutation", "1", CVAR_SHADERSYSTEM, "Renders fog using a material permutation. 0 plays nicer with q3 shaders, but 1 is otherwise a better choice.") |
cvar_t r_font_linear = CVARF("r_font_linear", "1", CVAR_ARCHIVE) |
cvar_t r_font_postprocess_mono = CVARFD("r_font_postprocess_mono", "0", 0, "Disables anti-aliasing on fonts.") |
cvar_t r_font_postprocess_outline = CVARFD("r_font_postprocess_outline", "0", 0, "Controls the number of pixels of dark borders to use around fonts.") |
qboolean r_forceheadless |
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int r_framecount |
cvar_t r_fullbright |
cvar_t r_fullbrightSkins |
cvar_t r_fxaa = CVARFD("r_fxaa", "0", CVAR_ARCHIVE, "Runs a post-procesing pass to strip the jaggies.") |
cvar_t r_globalskin_count = CVARFD ("r_globalskin_count", "10", CVAR_RENDERERLATCH, "Specifies how many globalskins there are.") |
cvar_t r_globalskin_first = CVARFD ("r_globalskin_first", "100", CVAR_RENDERERLATCH, "Specifies the first .skin value that is a global skin. Entities within this range will use the shader/image called 'gfx/skinSKIN.lmp' instead of their regular skin. See also: r_globalskin_count.") |
cvar_t r_glsl_offsetmapping = CVARFD ("r_glsl_offsetmapping", "0", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "Enables the use of paralax mapping, adding fake depth to textures.") |
cvar_t r_glsl_offsetmapping_reliefmapping = CVARFD("r_glsl_offsetmapping_reliefmapping", "0", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "Changes the paralax sampling mode to be a bit nicer, but noticably more expensive at high resolutions. r_glsl_offsetmapping must be set.") |
cvar_t r_glsl_offsetmapping_scale = CVAR ("r_glsl_offsetmapping_scale", "0.04") |
cvar_t r_glsl_pbr = CVARFD ("r_glsl_pbr", "0", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "Force PBR shading.") |
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cvar_t r_glsl_turbscale_reflect = CVARFD ("r_glsl_turbscale_reflect", "1", CVAR_ARCHIVE, "Controls the strength of the water reflection ripples (used by the altwater glsl code).") |
cvar_t r_glsl_turbscale_refract = CVARFD ("r_glsl_turbscale_refract", "1", CVAR_ARCHIVE, "Controls the strength of the underwater ripples (used by the altwater glsl code).") |
cvar_t r_graphics = CVARFD("r_graphics", "1", CVAR_ARCHIVE, "Turning this off will result in ascii-style rendering.") |
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cvar_t r_hdr_framebuffer = CVARFCD("r_hdr_framebuffer", "0", CVAR_ARCHIVE, R_HDR_FramebufferFormat_Changed, "If enabled, the map will be rendered into a high-precision image framebuffer. This avoids issues with shaders that contribute more than 1 in any single pass (like overbrights). Can also be set to the name of an image format, to force rendering to that format first - interesting formats are L8, RGB565, B10G11R11F, and others.") |
cvar_t r_hdr_irisadaptation = CVARF ("r_hdr_irisadaptation", "0", CVAR_ARCHIVE) |
cvar_t r_hdr_irisadaptation_fade_down = CVAR ("r_hdr_irisadaptation_fade_down", "0.5") |
cvar_t r_hdr_irisadaptation_fade_up = CVAR ("r_hdr_irisadaptation_fade_up", "0.1") |
cvar_t r_hdr_irisadaptation_maxvalue = CVAR ("r_hdr_irisadaptation_maxvalue", "4") |
cvar_t r_hdr_irisadaptation_minvalue = CVAR ("r_hdr_irisadaptation_minvalue", "0.5") |
cvar_t r_hdr_irisadaptation_multiplier = CVAR ("r_hdr_irisadaptation_multiplier", "2") |
cvar_t r_ignoreentpvs = CVARD ("r_ignoreentpvs", "1", "Disables pvs culling of entities that have been submitted to the renderer.") |
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cvar_t r_lavaalpha |
cvar_t r_lavastyle = CVARFD ("r_lavastyle", "1", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "See r_waterstyle, but affects only lava. If empty, defers to r_waterstyle.") |
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cvar_t r_lightmap |
cvar_t r_lightmap_average = CVARFD ("gl_lightmap_average", "0", CVAR_ARCHIVE, "Determine lightmap values based upon the center of the polygon. This will give a more buggy look, quite probably.") |
cvar_t r_lightmap_format = CVARFCD ("r_lightmap_format", "", CVAR_ARCHIVE, R_Lightmap_Format_Changed, "Overrides the default texture format used for lightmaps. rgb9e5 is a good choice for HDR.") |
cvar_t r_lightmap_nearest = CVARFD ("gl_lightmap_nearest", "0", CVAR_ARCHIVE, "Use nearest sampling for lightmaps. This will give a more blocky look. Meaningless when gl_lightmap_average is enabled.") |
cvar_t r_lightmap_saturation = CVAR ("r_lightmap_saturation", "1") |
cvar_t r_lightmap_scale = CVARFD ("r_shadow_realtime_nonworld_lightmaps", "1", 0, "Scaler for lightmaps used when not using realtime world lighting. Probably broken.") |
int r_lightprepass |
cvar_t r_lightprepass_cvar = CVARFD("r_lightprepass", "0", CVAR_ARCHIVE, "Experimental. Attempt to use a different lighting mechanism (aka: deferred lighting). Requires vid_reload to take effect.") |
cvar_t r_lightstylescale = CVAR ("r_lightstylescale", "1") |
cvar_t r_lightstylesmooth = CVARF ("r_lightstylesmooth", "0", CVAR_ARCHIVE) |
cvar_t r_lightstylesmooth_limit = CVAR ("r_lightstylesmooth_limit", "2") |
cvar_t r_lightstylespeed = CVAR ("r_lightstylespeed", "10") |
cvar_t r_loadlits = CVARFD("r_loadlit", "1", CVAR_ARCHIVE, "Whether to load lit files.\n0: Do not load external rgb lightmap data.\n1: Load but don't generate.\n2: Generate ldr lighting (if none found).\n3: Generate hdr lighting (if none found).\nNote that regeneration of lightmap data may be unreliable if the map was made for more advanced lighting tools.\nDeluxemap information will also be generated, as appropriate.") |
cvar_t r_lodbias = CVARFD ("r_lodbias", "0", CVAR_ARCHIVE, "Biases the level-of-detail on models (for those that have lod).") |
cvar_t r_lodscale = CVARFD ("r_lodscale", "5", CVAR_ARCHIVE, "Scales the level-of-detail reduction on models (for those that have lod).") |
cvar_t r_max_gpu_bones = CVARD ("r_max_gpu_bones", "", "Specifies the maximum number of bones that can be handled on the GPU. If empty, will guess.") |
cvar_t r_menutint |
cvar_t r_mirroralpha = CVARFD("r_mirroralpha","1", CVAR_CHEAT|CVAR_SHADERSYSTEM|CVAR_RENDERERLATCH, "Specifies how the default shader is generated for the 'window02_1' texture. Values less than 1 will turn it into a mirror.") |
cvar_t r_netgraph = CVARD ("r_netgraph", "0", "Displays a graph of packet latency. A value of 2 will give additional info about what sort of data is being received from the server.") |
cvar_t r_noaliasshadows = CVARF ("r_noaliasshadows", "0", CVAR_ARCHIVE) |
cvar_t r_noframegrouplerp = CVARF ("r_noframegrouplerp", "0", CVAR_ARCHIVE) |
cvar_t r_nolerp = CVARF ("r_nolerp", "0", CVAR_ARCHIVE) |
cvar_t r_nolightdir = CVARF ("r_nolightdir", "0", CVAR_ARCHIVE) |
cvar_t r_norefresh = CVAR("r_norefresh","0") |
struct texture_s* r_notexture_mip |
cvar_t r_novis = CVARF ("r_novis", "0", CVAR_ARCHIVE) |
vec3_t r_origin |
cvar_t r_outline = CVARD ("gl_outline", "0", "Draw some stylised outlines.") |
cvar_t r_part_rain |
cvar_t r_polygonoffset_shadowmap_factor = CVAR("r_polygonoffset_shadowmap_offset", "0") |
cvar_t r_polygonoffset_shadowmap_offset = CVAR("r_polygonoffset_shadowmap_factor", "0.05") |
cvar_t r_polygonoffset_stencil_factor = CVAR("r_polygonoffset_stencil_factor", "0.01") |
cvar_t r_polygonoffset_stencil_offset = CVAR("r_polygonoffset_stencil_offset", "1") |
cvar_t r_polygonoffset_submodel_factor = CVARD("r_polygonoffset_submodel_factor", "0", "z-fighting avoidance. Pushes submodel depth values slightly towards the camera depending on the slope of the surface.") |
cvar_t r_polygonoffset_submodel_maps = CVARD("r_polygonoffset_submodel_map", "e?m? r?m? hip?m?", "List of maps on which z-fighting reduction should be used. wildcards accepted.") |
cvar_t r_polygonoffset_submodel_offset = CVARD("r_polygonoffset_submodel_offset", "0", "z-fighting avoidance. Pushes submodel depth values slightly towards the camera by a consistent distance.") |
cvar_t r_portaldrawplanes = CVARD ("r_portaldrawplanes", "0", "Draw front and back planes in portals. Debug feature.") |
cvar_t r_portalonly = CVARD ("r_portalonly", "0", "Don't draw things which are not portals. Debug feature.") |
cvar_t r_portalrecursion = CVARD ("r_portalrecursion", "1", "The number of portals the camera is allowed to recurse through.") |
cvar_t r_postprocshader = CVARD("r_postprocshader", "", "Specifies a custom shader to use as a post-processing shader") |
refdef_t r_refdef |
cvar_t r_refract_fbo = CVARD ("r_refract_fbo", "1", "Use an fbo for refraction. If 0, just renders as a portal and uses a copy of the current framebuffer.") |
cvar_t r_refractreflect_scale = CVARD ("r_refractreflect_scale", "0.5", "Use a different scale for refraction and reflection texturemaps. Because $reasons.") |
int r_regsequence |
cvar_t r_renderscale = CVARFD("r_renderscale", "1", CVAR_ARCHIVE, "Provides a way to enable subsampling or super-sampling") |
cvar_t r_replacemodels |
cvar_t r_shaderblobs = CVARD ("r_shaderblobs", "0", "If enabled, can massively accelerate vid restarts / loading (especially with the d3d renderer). Can cause issues when upgrading engine versions, so this is disabled by default.") |
cvar_t r_shadow_bumpscale_basetexture = CVARD ("r_shadow_bumpscale_basetexture", "0", "bumpyness scaler for generation of fallback normalmap textures from models") |
cvar_t r_shadow_bumpscale_bumpmap = CVARD ("r_shadow_bumpscale_bumpmap", "4", "bumpyness scaler for _bump textures") |
cvar_t r_shadow_heightscale_basetexture = CVARD ("r_shadow_heightscale_basetexture", "0", "scaler for generation of height maps from legacy paletted content.") |
cvar_t r_shadow_heightscale_bumpmap = CVARD ("r_shadow_heightscale_bumpmap", "1", "height scaler for 8bit _bump textures") |
cvar_t r_shadows = CVARFD ("r_shadows", "0", CVAR_ARCHIVE, "Draw basic blob shadows underneath entities without using realtime lighting.") |
cvar_t r_showbboxes = CVARFD("r_showbboxes", "0", CVAR_CHEAT, "Debugging. Shows bounding boxes. 1=ssqc, 2=csqc. Red=solid, Green=stepping/toss/bounce, Blue=onground.") |
cvar_t r_showfields = CVARD("r_showfields", "0", "Debugging. Shows entity fields boxes (entity closest to crosshair). 1=ssqc, 2=csqc, 3=snapshots.") |
cvar_t r_showshaders = CVARD("r_showshaders", "0", "Debugging. Shows the name of the (worldmodel) shader being pointed to.") |
cvar_t r_skin_overlays |
cvar_t r_slimealpha |
cvar_t r_slimestyle = CVARFD ("r_slimestyle", "", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "See r_waterstyle, but affects only slime. If empty, defers to r_waterstyle.") |
qboolean r_softwarebanding |
cvar_t r_softwarebanding_cvar = CVARFD ("r_softwarebanding", "0", CVAR_SHADERSYSTEM|CVAR_RENDERERLATCH|CVAR_ARCHIVE, "Utilise the Quake colormap in order to emulate 8bit software rendering. This results in banding as well as other artifacts that some believe adds character. Also forces nearest sampling on affected surfaces (palette indicies do not interpolate well).") |
cvar_t r_speeds = CVAR ("r_speeds", "0") |
cvar_t r_stainfadeammount = CVAR ("r_stainfadeammount", "1") |
cvar_t r_stainfadetime = CVAR ("r_stainfadetime", "1") |
cvar_t r_stains |
cvar_t r_stereo_convergence = CVARD("r_stereo_convergence", "0", "Nudges the angle of each eye inwards when using stereoscopic rendering.") |
cvar_t r_stereo_method = CVARFD("r_stereo_method", "0", CVAR_ARCHIVE, "Value 0 = Off.\nValue 1 = Attempt hardware acceleration. Requires vid_restart.\nValue 2 = red/cyan.\nValue 3 = red/blue.\nValue 4=red/green.\nValue 5=eye strain.") |
cvar_t r_stereo_separation = CVARD("r_stereo_separation", "4", "How far apart your eyes are, in quake units. A non-zero value will enable stereoscoping rendering. You might need some of them retro 3d glasses. Hardware support is recommended, see r_stereo_context.") |
cvar_t r_telealpha |
cvar_t r_telestyle = CVARFD ("r_telestyle", "1", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "See r_waterstyle, but affects only teleporters. If empty, defers to r_waterstyle.") |
|
extern |
cvar_t r_tessellation = CVARAFD ("r_tessellation", "0", "gl_ati_truform", CVAR_SHADERSYSTEM, "Enables+controls the use of blinn tessellation on the fallback shader for meshes, equivelent to a shader with 'program defaultskin#TESS'. This will look stupid unless the meshes were actually designed for it and have suitable vertex normals.") |
cvar_t r_tessellation_level = CVAR ("r_tessellation_level", "5") |
cvar_t r_vertexdlights = CVARD ("r_vertexdlights", "0", "Determine model lighting with respect to nearby dlights. Poor-man's rtlights.") |
|
extern |
int r_viewarea |
int r_viewcluster |
int r_viewcluster2 |
unsigned int r_viewcontents |
cvar_t r_wallcolour |
cvar_t r_wateralpha |
cvar_t r_waterstyle = CVARFD ("r_waterstyle", "1", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "Changes how water, and teleporters are drawn. Possible values are:\n0: fastturb-style block colour.\n1: regular q1-style water.\n2: refraction(ripply and transparent)\n3: refraction with reflection at an angle\n4: ripplemapped without reflections (requires particle effects)\n5: ripples+reflections") |
cvar_t r_waterwarp |
cvar_t r_wireframe |
cvar_t r_wireframe_smooth = CVAR ("r_wireframe_smooth", "0") |
entity_t r_worldentity |
rendererinfo_t* ri |
int rquant[RQUANT_MAX] |
int rspeeds[RSPEED_MAX] |
cvar_t scr_allowsnap |
cvar_t scr_centersbar = CVAR ("scr_centersbar", "2") |
cvar_t scr_centertime = CVAR ("scr_centertime", "2") |
cvar_t scr_conalpha |
cvar_t scr_consize = CVAR ("scr_consize", "0.5") |
cvar_t scr_conspeed = CVAR ("scr_conspeed", "2000") |
cvar_t scr_fov |
cvar_t scr_fov_mode = CVARFD ("scr_fov_mode", "4", CVAR_ARCHIVE, "Controls what the fov cvar actually controls:\n0: largest axis (ultra-wide monitors means less height will be visible).\n1: smallest axis (ultra-wide monitors will distort at the edges).\n2: horizontal axis.\n3: vertical axis.\n4: 4:3 horizontal axis, padded for wider resolutions (for a more classic fov)") |
cvar_t scr_fov_viewmodel |
cvar_t scr_logcenterprint = CVARD ("con_logcenterprint", "1", "Specifies whether to print centerprints on the console.\n0: never\n1: single-player or coop only.\n2: always.") |
cvar_t scr_printspeed = CVAR ("scr_printspeed", "16") |
cvar_t scr_showpause = CVAR ("showpause", "1") |
cvar_t scr_sshot_compression = CVAR ("scr_sshot_compression", "75") |
cvar_t scr_sshot_prefix = CVAR ("scr_sshot_prefix", "screenshots/fte-") |
cvar_t scr_sshot_type = CVARD ("scr_sshot_type", "png", "This specifies the default extension(and thus file format) for screenshots.\nKnown extensions are: png, jpg/jpeg, bmp, pcx, tga, ktx, dds.") |
cvar_t scr_turtlefps = CVAR ("scr_turtlefps", "10") |
cvar_t scr_viewsize = CVARFC("viewsize", "100", CVAR_ARCHIVE, SCR_Viewsize_Callback) |
cvar_t vid_baseheight = CVARD ("vid_baseheight", "", "Specifies a mod's target height and used only when the 2d scale is not otherwise forced. Unlike vid_conheight the size is not fixed and will be padded to avoid inconsistent filtering.") |
cvar_t vid_bpp |
cvar_t vid_conautoscale |
cvar_t vid_conheight |
cvar_t vid_conwidth |
cvar_t vid_depthbits |
cvar_t vid_desktopgamma |
cvar_t vid_desktopsettings |
cvar_t vid_devicename = CVARFD ("vid_devicename", "", CVAR_ARCHIVE | CVAR_VIDEOLATCH, "Specifies which video device to try to use. If blank or invalid then one will be guessed.") |
cvar_t vid_dpi_x = CVARFD ("vid_dpi_x", "0", CVAR_NOSET, "For mods that need to determine the physical screen size (like with touchscreens). 0 means unknown") |
cvar_t vid_dpi_y = CVARFD ("vid_dpi_y", "0", CVAR_NOSET, "For mods that need to determine the physical screen size (like with touchscreens). 0 means unknown") |
cvar_t vid_fullscreen = CVARF ("vid_fullscreen", "0", CVAR_ARCHIVE|CVAR_VIDEOLATCH) |
char *(* VID_GetRGBInfo) (int *stride, int *truevidwidth, int *truevidheight, enum uploadfmt *fmt) | ( | int * | stride, |
int * | truevidwidth, | ||
int * | truevidheight, | ||
enum uploadfmt * | fmt | ||
) |
cvar_t vid_gl_context_compatibility = CVARD ("vid_gl_context_compatibility", "1", "Requests an OpenGL context with fixed-function backwards compat.") |
cvar_t vid_gl_context_debug = CVARD ("vid_gl_context_debug", "0", "Requests a debug opengl context. This provides better error oreporting.") |
cvar_t vid_gl_context_es = CVARD ("vid_gl_context_es", "0", "Requests an OpenGLES context. Be sure to set vid_gl_context_version to 2 or so.") |
cvar_t vid_gl_context_forwardcompatible = CVARD ("vid_gl_context_forwardcompatible", "0", "Requests an opengl context with no depricated features enabled.") |
cvar_t vid_gl_context_noerror = CVARD ("vid_gl_context_noerror", "", "Disables OpenGL's error checks for a small performance speedup. May cause segfaults if stuff wasn't properly implemented/tested.") |
cvar_t vid_gl_context_robustness = CVARD ("vid_gl_context_robustness", "1", "Attempt to enforce extra buffer protection in the gl driver, but can be slower with pre-gl3 hardware.") |
cvar_t vid_gl_context_selfreset = CVARD ("vid_gl_context_selfreset", "1", "Upon hardware failure, have the engine create a new context instead of depending on the drivers to restore everything. This can help to avoid graphics drivers randomly killing your game, and can help reduce memory requirements.") |
cvar_t vid_gl_context_version = CVARD ("vid_gl_context_version", "", "Specifies the version of OpenGL to try to create.") |
cvar_t vid_hardwaregamma |
cvar_t vid_height |
qboolean(* VID_Init) (rendererstate_t *info, unsigned char *palette) | ( | rendererstate_t * | info, |
unsigned char * | palette | ||
) |
qboolean vid_isfullscreen |
cvar_t vid_minsize |
cvar_t vid_multisample |
cvar_t vid_preservegamma = CVARD ("vid_preservegamma", "0", "Restore initial hardware gamma ramps when quitting.") |
cvar_t vid_refreshrate |
cvar_t vid_renderer |
cvar_t vid_renderer_opts = CVARFD ("_vid_renderer_opts", NULL, CVAR_NOSET|CVAR_NOSAVE, "The possible video renderer apis, in \"value\" \"description\" pairs, for gamecode to read.") |
cvar_t vid_srgb |
cvar_t vid_triplebuffer = CVARAFD ("vid_triplebuffer", "1", "gl_triplebuffer", CVAR_ARCHIVE, "Specifies whether the hardware is forcing tripplebuffering on us, this is the number of extra page swaps required before old data has been completely overwritten.") |
cvar_t vid_vsync |
cvar_t vid_width |
cvar_t vid_winthread = CVARFD ("vid_winthread", "", CVAR_ARCHIVE|CVAR_VIDEOLATCH, "When enabled, window messages will be handled by a separate thread. This allows the game to continue rendering when Microsoft Windows blocks while resizing, etc.") |
cvar_t vid_wndalpha = CVARD ("vid_wndalpha", "1", "When running windowed, specifies the window's transparency level.") |
vec3_t vpn |
vec3_t vright |
vec3_t vup |