me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "vid_gl20", _("Use OpenGL 2.0 shaders (GLSL)")));
me.TR(me);
me.TR(me);
- me.TD(me, 1, 2, e = makeXonoticCheckBox(0, "r_coronas_occlusionquery", _("Use Occlusion Queries")));
+ me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "r_coronas_occlusionquery", _("Use Occlusion Queries")));
me.TR(me);
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticTextLabel(0, _("Vertex Buffer Objects (VBOs)")));
me.TR(me);
me.TDempty(me, 0.2);
me.TD(me, 1, 0.9, e = makeXonoticRadioButton(1, "gl_vbo", "0", ZCTX(_("VBO^Off"))));
- me.TD(me, 1, 2.1, e = makeXonoticRadioButton(1, "gl_vbo", "3", _("Vertices, some Tris (compatible)")));
+ me.TD(me, 1, 1.9, e = makeXonoticRadioButton(1, "gl_vbo", "3", _("Vertices, some Tris (compatible)")));
me.TR(me);
me.TDempty(me, 0.2);
me.TD(me, 1, 0.9, e = makeXonoticRadioButton(1, "gl_vbo", "2", _("Vertices")));
- me.TD(me, 1, 2.1, e = makeXonoticRadioButton(1, "gl_vbo", "1", _("Vertices and Triangles")));
+ me.TD(me, 1, 1.9, e = makeXonoticRadioButton(1, "gl_vbo", "1", _("Vertices and Triangles")));
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Depth first:")));
me.TD(me, 1, 2, e = makeXonoticTextSlider("r_depthfirst"));