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Lightmapped water #1518

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ref: gl: add cvar gl_litwater to enable lightmapped water
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a1batross committed Aug 22, 2024
commit 4118ac2561d0a331609a9b250e0438f8f9a1c7a6
1 change: 1 addition & 0 deletions ref/gl/gl_local.h
Original file line number Diff line number Diff line change
Expand Up @@ -749,6 +749,7 @@ extern convar_t gl_test; // cvar to testify new effects
extern convar_t gl_msaa;
extern convar_t gl_stencilbits;
extern convar_t gl_overbright;
extern convar_t gl_litwater;

extern convar_t r_lighting_extended;
extern convar_t r_lighting_ambient;
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2 changes: 2 additions & 0 deletions ref/gl/gl_opengl.c
Original file line number Diff line number Diff line change
Expand Up @@ -20,6 +20,7 @@ CVAR_DEFINE_AUTO( gl_test, "0", 0, "engine developer cvar for quick testing new
CVAR_DEFINE_AUTO( gl_msaa, "1", FCVAR_GLCONFIG, "enable or disable multisample anti-aliasing" );
CVAR_DEFINE_AUTO( gl_stencilbits, "8", FCVAR_GLCONFIG|FCVAR_READ_ONLY, "pixelformat stencil bits (0 - auto)" );
CVAR_DEFINE_AUTO( gl_overbright, "1", FCVAR_GLCONFIG, "overbrights" );
CVAR_DEFINE_AUTO( gl_litwater, "0", FCVAR_GLCONFIG, "enable lightmapped water" );
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" );
Expand Down Expand Up @@ -1207,6 +1208,7 @@ static void GL_InitCommands( void )
gEngfuncs.Cvar_RegisterVariable( &gl_stencilbits );
gEngfuncs.Cvar_RegisterVariable( &gl_round_down );
gEngfuncs.Cvar_RegisterVariable( &gl_overbright );
gEngfuncs.Cvar_RegisterVariable( &gl_litwater );

// these cvar not used by engine but some mods requires this
gEngfuncs.Cvar_RegisterVariable( &gl_polyoffset );
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