qglFlush(); // ensure that the commands are submitted to the GPU before we do other things
VID_Finish();
+ if (gl_dither.integer) {
+ qglEnable(GL_DITHER);CHECKGLERROR
+ } else {
+ qglDisable(GL_DITHER);CHECKGLERROR
+ }
}
void CL_Screen_NewMap(void)
cvar_t r_renderview = {CF_CLIENT, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
cvar_t r_waterwarp = {CF_CLIENT | CF_ARCHIVE, "r_waterwarp", "1", "warp view while underwater"};
cvar_t gl_polyblend = {CF_CLIENT | CF_ARCHIVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
+cvar_t gl_dither = {CF_CLIENT | CF_ARCHIVE, "gl_dither", "0", "enables OpenGL dithering (16bit looks bad with this off)"};
cvar_t v_flipped = {CF_CLIENT, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
qbool v_flipped_state = false;
Cvar_RegisterVariable(&r_waterwarp);
Cvar_RegisterVariable(&gl_polyblend);
Cvar_RegisterVariable(&v_flipped);
+ Cvar_RegisterVariable(&gl_dither);
Cvar_RegisterVariable(&gl_debug);
Cvar_RegisterVariable(&gl_paranoid);
Cvar_RegisterVariable(&gl_printcheckerror);
extern cvar_t r_glsl_deluxemapping;
extern cvar_t gl_polyblend;
+extern cvar_t gl_dither;
extern cvar_t cl_deathfade;
vid.allowalphatocoverage = false;
}
}
- if (vid_bitsperpixel.integer >= 24)
- qglDisable(GL_DITHER);
// currently MSAA antialiasing is not implemented for fbo viewports, so we actually have to force this off anyway.
vid.allowalphatocoverage = false;
#endif