ref: gl: add cvar r_large_lightmaps to enable larger lightmap sizes, opt-in, yields better performance with VBO renderer
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3 changed files with 4 additions and 1 deletions
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@ -812,6 +812,7 @@ extern convar_t r_shadows;
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extern convar_t r_ripple;
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extern convar_t r_ripple_updatetime;
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extern convar_t r_ripple_spawntime;
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extern convar_t r_large_lightmaps;
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//
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// engine shared convars
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@ -37,6 +37,7 @@ CVAR_DEFINE( r_vbo_overbrightmode, "gl_vbo_overbrightmode", "0", FCVAR_GLCONFIG,
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CVAR_DEFINE_AUTO( r_ripple, "0", FCVAR_GLCONFIG, "enable software-like water texture ripple simulation" );
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CVAR_DEFINE_AUTO( r_ripple_updatetime, "0.05", FCVAR_GLCONFIG, "how fast ripple simulation is" );
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CVAR_DEFINE_AUTO( r_ripple_spawntime, "0.1", FCVAR_GLCONFIG, "how fast new ripples spawn" );
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CVAR_DEFINE_AUTO( r_large_lightmaps, "0", FCVAR_GLCONFIG|FCVAR_LATCH, "enable larger lightmap atlas textures (might break custom renderer mods)" );
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DEFINE_ENGINE_SHARED_CVAR_LIST()
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@ -1147,6 +1148,7 @@ static void GL_InitCommands( void )
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gEngfuncs.Cvar_RegisterVariable( &r_vbo_dlightmode );
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gEngfuncs.Cvar_RegisterVariable( &r_vbo_overbrightmode );
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gEngfuncs.Cvar_RegisterVariable( &r_vbo_detail );
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gEngfuncs.Cvar_RegisterVariable( &r_large_lightmaps );
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gEngfuncs.Cvar_RegisterVariable( &gl_extensions );
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gEngfuncs.Cvar_RegisterVariable( &gl_texture_nearest );
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@ -3858,7 +3858,7 @@ void GL_BuildLightmaps( void )
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memset( &RI, 0, sizeof( RI ));
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// update the lightmap blocksize
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if( FBitSet( gp_host->features, ENGINE_LARGE_LIGHTMAPS ) || tr.world->version == QBSP2_VERSION )
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if( FBitSet( gp_host->features, ENGINE_LARGE_LIGHTMAPS ) || tr.world->version == QBSP2_VERSION || r_large_lightmaps.value )
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tr.block_size = BLOCK_SIZE_MAX;
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else tr.block_size = BLOCK_SIZE_DEFAULT;
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