cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"};
cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"};
-cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
cvar_t gl_paranoid = {0, "gl_paranoid", "0"};
cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"};
Cvar_RegisterVariable(&gl_polyblend);
Cvar_RegisterVariable(&gl_dither);
Cvar_RegisterVariable(&gl_lockarrays);
- Cvar_RegisterVariable(&gl_delayfinish);
Cvar_RegisterVariable(&gl_paranoid);
Cvar_RegisterVariable(&gl_printcheckerror);
#ifdef NORENDER
*/
void SCR_UpdateScreen (void)
{
- if (gl_delayfinish.integer)
- {
- R_Mesh_Finish();
- R_TimeReport("meshfinish");
- VID_Finish();
- R_TimeReport("finish");
- }
-
R_Mesh_Start();
if (r_textureunits.integer > gl_textureunits)
goto showtris;
}
- if (gl_delayfinish.integer)
- {
- // tell driver to commit it's partially full geometry queue to the rendering queue
- // (this doesn't wait for the commands themselves to complete)
- if (gl_finish.integer)
- qglFlush();
- }
- else
- {
- R_Mesh_Finish();
- R_TimeReport("meshfinish");
- VID_Finish();
- R_TimeReport("finish");
- }
+ R_Mesh_Finish();
+ R_TimeReport("meshfinish");
+ VID_Finish();
+ R_TimeReport("finish");
}
}
-#define OPTIONS_ITEMS 38
+#define OPTIONS_ITEMS 37
int options_cursor;
}
extern cvar_t snd_staticvolume;
-extern cvar_t gl_delayfinish;
extern cvar_t slowmo;
extern dllhandle_t jpeg_dll;
extern cvar_t gl_texture_anisotropy;
Cvar_SetValueQuick (&gl_combine, !gl_combine.integer);
else if (options_cursor == optnum++)
Cvar_SetValueQuick (&gl_dither, !gl_dither.integer);
- else if (options_cursor == optnum++)
- Cvar_SetValueQuick (&gl_delayfinish, !gl_delayfinish.integer);
else if (options_cursor == optnum++)
Cvar_SetValueQuick (&gl_texture_anisotropy, bound(1, gl_texture_anisotropy.integer + dir, gl_max_anisotropy));
else if (options_cursor == optnum++)
M_Options_PrintCheckbox(" Sky", true, r_sky.integer);
M_Options_PrintCheckbox(" Texture Combine", true, gl_combine.integer);
M_Options_PrintCheckbox(" Dithering", true, gl_dither.integer);
- M_Options_PrintCheckbox("Delay gfx (faster)", true, gl_delayfinish.integer);
M_Options_PrintSlider( "Anisotropic Filter", gl_support_anisotropy, gl_texture_anisotropy.integer, 1, gl_max_anisotropy);
M_Options_PrintSlider( " Game Speed", sv.active, slowmo.value, 0, 5);
M_Options_PrintSlider( " CD Music Volume", cdaudioinitialized.integer, bgmvolume.value, 0, 1);