From: divverent Date: Tue, 8 Nov 2011 13:25:56 +0000 (+0000) Subject: fix compile error regarding vid_sRGB declaration X-Git-Tag: xonotic-v0.6.0~174 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=c21d4a8f672e8ebc4226ccd4483d72edfbe1ab14;p=xonotic%2Fdarkplaces.git fix compile error regarding vid_sRGB declaration git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11536 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=0630f6769d7c887450ef3a795e3afe9e217c0151 --- diff --git a/gl_rsurf.c b/gl_rsurf.c index 0331e2be..564c3df2 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -31,8 +31,6 @@ cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility upda cvar_t r_useportalculling = {0, "r_useportalculling", "2", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"}; cvar_t r_usesurfaceculling = {0, "r_usesurfaceculling", "1", "skip off-screen surfaces (1 = cull surfaces if the map is likely to benefit, 2 = always cull surfaces)"}; cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"}; -extern cvar_t vid_sRGB; -extern cvar_t vid_sRGB_fallback; /* =============== diff --git a/model_brush.c b/model_brush.c index 0a0e7a88..5a1709d9 100644 --- a/model_brush.c +++ b/model_brush.c @@ -58,8 +58,6 @@ cvar_t mod_q3shader_force_addalpha = {0, "mod_q3shader_force_addalpha", "0", "tr cvar_t mod_q1bsp_polygoncollisions = {0, "mod_q1bsp_polygoncollisions", "0", "disables use of precomputed cliphulls and instead collides with polygons (uses Bounding Interval Hierarchy optimizations)"}; cvar_t mod_collision_bih = {0, "mod_collision_bih", "1", "enables use of generated Bounding Interval Hierarchy tree instead of compiled bsp tree in collision code"}; cvar_t mod_recalculatenodeboxes = {0, "mod_recalculatenodeboxes", "1", "enables use of generated node bounding boxes based on BSP tree portal reconstruction, rather than the node boxes supplied by the map compiler"}; -extern cvar_t vid_sRGB; -extern cvar_t vid_sRGB_fallback; static texture_t mod_q1bsp_texture_solid; static texture_t mod_q1bsp_texture_sky; diff --git a/vid.h b/vid.h index 61c10f56..7e59d3b9 100644 --- a/vid.h +++ b/vid.h @@ -192,6 +192,8 @@ extern cvar_t vid_stick_mouse; extern cvar_t vid_resizable; extern cvar_t vid_minwidth; extern cvar_t vid_minheight; +extern cvar_t vid_sRGB; +extern cvar_t vid_sRGB_fallback; extern cvar_t gl_finish;