diff --git a/ref/gl/gl_opengl.c b/ref/gl/gl_opengl.c index 35359d29..75fb4829 100644 --- a/ref/gl/gl_opengl.c +++ b/ref/gl/gl_opengl.c @@ -22,17 +22,17 @@ CVAR_DEFINE_AUTO( gl_stencilbits, "8", FCVAR_GLCONFIG|FCVAR_READ_ONLY, "pixelfor CVAR_DEFINE_AUTO( gl_overbright, "1", FCVAR_GLCONFIG, "overbrights" ); CVAR_DEFINE_AUTO( r_lighting_extended, "1", FCVAR_GLCONFIG, "allow to get lighting from world and bmodels" ); CVAR_DEFINE_AUTO( r_lighting_ambient, "0.3", FCVAR_GLCONFIG, "map ambient lighting scale" ); -CVAR_DEFINE_AUTO( r_detailtextures, "1", FCVAR_ARCHIVE, "enable detail textures support" ); +CVAR_DEFINE_AUTO( r_detailtextures, "1", FCVAR_GLCONFIG, "enable detail textures support" ); CVAR_DEFINE_AUTO( r_novis, "0", 0, "ignore vis information (perfomance test)" ); CVAR_DEFINE_AUTO( r_nocull, "0", 0, "ignore frustrum culling (perfomance test)" ); CVAR_DEFINE_AUTO( r_lockpvs, "0", FCVAR_CHEAT, "lockpvs area at current point (pvs test)" ); CVAR_DEFINE_AUTO( r_lockfrustum, "0", FCVAR_CHEAT, "lock frustrum area at current point (cull test)" ); CVAR_DEFINE_AUTO( r_traceglow, "0", FCVAR_GLCONFIG, "cull flares behind models" ); CVAR_DEFINE_AUTO( gl_round_down, "2", FCVAR_GLCONFIG|FCVAR_READ_ONLY, "round texture sizes to nearest POT value" ); -CVAR_DEFINE( r_vbo, "gl_vbo", "0", FCVAR_ARCHIVE, "draw world using VBO (known to be glitchy)" ); -CVAR_DEFINE( r_vbo_detail, "gl_vbo_detail", "0", FCVAR_ARCHIVE, "detail vbo mode (0: disable, 1: multipass, 2: singlepass, broken decal dlights)" ); -CVAR_DEFINE( r_vbo_dlightmode, "gl_vbo_dlightmode", "1", FCVAR_ARCHIVE, "vbo dlight rendering mode (0-1)" ); -CVAR_DEFINE( r_vbo_overbrightmode, "gl_vbo_overbrightmode", "0", FCVAR_ARCHIVE, "vbo overbright rendering mode (0-1)" ); +CVAR_DEFINE( r_vbo, "gl_vbo", "0", FCVAR_GLCONFIG, "draw world using VBO (known to be glitchy)" ); +CVAR_DEFINE( r_vbo_detail, "gl_vbo_detail", "0", FCVAR_GLCONFIG, "detail vbo mode (0: disable, 1: multipass, 2: singlepass, broken decal dlights)" ); +CVAR_DEFINE( r_vbo_dlightmode, "gl_vbo_dlightmode", "1", FCVAR_GLCONFIG, "vbo dlight rendering mode (0-1)" ); +CVAR_DEFINE( r_vbo_overbrightmode, "gl_vbo_overbrightmode", "0", FCVAR_GLCONFIG, "vbo overbright rendering mode (0-1)" ); CVAR_DEFINE_AUTO( r_ripple, "0", FCVAR_GLCONFIG, "enable software-like water texture ripple simulation" ); CVAR_DEFINE_AUTO( r_ripple_updatetime, "0.05", FCVAR_GLCONFIG, "how fast ripple simulation is" ); CVAR_DEFINE_AUTO( r_ripple_spawntime, "0.1", FCVAR_GLCONFIG, "how fast new ripples spawn" );