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- // Z buffer half range, but no clears (saves fill rate)
- gl_ztrick 0
- // Use overbright colored lighting (on/off)
- gl_overbright 0
- // Turns on/off backface culling
- gl_cull 1
- // Smooth (gouraud) shading on models (on/off)
- gl_smoothmodels 1
- // No perspective correction on models if faster (on/off)
- gl_affinemodels 0
- // Screen flash effects (on/off)
- gl_polyblend 1
- // Dynamic lights drawn as additive circles instead of lightmaps (circles=1/lightmaps=0)
- gl_flashblend 0
- // Divide player skin size by 2^n (unsupported at this time)
- gl_playermip 0
- // Don't bind separately colored textures for players (unsupported) (on/off)
- gl_nocolors 0
- // Stochastically dither 24-bit images since the driver will truncate them to 565 (on/off)
- gl_dither 1
- // Use alpha blends on alpha-tested sprites to smooth out pixel-hole edges (on/off)
- gl_spriteblend 1
- // Amount of offset to apply to decals (0 disables)
- // Disabled on RIVA, since it doesn't support it in hardware
- gl_polyoffset 0.1
- // Apply lightmaps to alpha tested surfaces with holes (on/off)
- gl_lightholes 1
- // Show the overdraw meter (3Dfx only)
- gl_overdraw 0
- // Keep collinear points added by QCSG/QBSP to fix T-junctions (on/off)
- gl_keeptjunctions 1
- // Amplitude of waves in GL (temporary)
- //gl_wateramp 0.4
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