unsigned int r_texture_gammaramps_serial;
//rtexture_t *r_texture_fogintensity;
-unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
+unsigned int r_queries[MAX_OCCLUSION_QUERIES];
unsigned int r_numqueries;
unsigned int r_maxqueries;
#define MAX_SAVEGAMES 12
#define SAVEGAME_COMMENT_LENGTH 39
#define MAX_CLIENTNETWORKEYES 1
+#define MAX_OCCLUSION_QUERIES 256
#define MAX_WATERPLANES 2
#define MAX_CUBEMAPS 64
#define MAX_SAVEGAMES 12 ///< max savegames listed in savegame menu
#define SAVEGAME_COMMENT_LENGTH 39 ///< max comment length of savegame in menu
#define MAX_CLIENTNETWORKEYES 1 ///< max number of locations that can be added to pvs when culling network entities
+#define MAX_OCCLUSION_QUERIES 4096 ///< max number of GL_ARB_occlusion_query objects that can be used in one frame
#define MAX_WATERPLANES 16 ///< max number of water planes visible (each one causes additional view renders)
#define MAX_CUBEMAPS 256 ///< max number of cubemap textures loaded for light filters
{
GL_ColorMask(0,0,0,0);
if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
- if (r_maxqueries < R_MAX_OCCLUSION_QUERIES)
+ if (r_maxqueries < MAX_OCCLUSION_QUERIES)
{
i = r_maxqueries;
r_maxqueries = (range + r_refdef.scene.numlights) * 4;
- r_maxqueries = min(r_maxqueries, R_MAX_OCCLUSION_QUERIES);
+ r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
CHECKGLERROR
qglGenQueriesARB(r_maxqueries - i, r_queries + i);
CHECKGLERROR
extern rtexture_t *r_texture_fogattenuation;
//extern rtexture_t *r_texture_fogintensity;
-#define R_MAX_OCCLUSION_QUERIES 4096
-extern unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
+extern unsigned int r_queries[MAX_OCCLUSION_QUERIES];
extern unsigned int r_numqueries;
extern unsigned int r_maxqueries;