Con_Printf("vid.support.arb_multisample %i\n", vid.support.arb_multisample);
Con_Printf("vid.mode.samples %i\n", vid.mode.samples);
Con_Printf("vid.support.gl20shaders %i\n", vid.support.gl20shaders);
- vid.allowalphatocoverage = vid.support.arb_multisample && vid_samples.integer > 1 && vid.support.gl20shaders;
+ vid.allowalphatocoverage = true; // but see below, it may get turned to false again if GL_SAMPLES_ARB is <= 1
}
else if (vid.support.arb_texture_env_combine && vid.texunits >= 2 && vid_gl13.integer)
{
vid.sRGBcapable3D = false;
vid.useinterleavedarrays = false;
}
+
// enable multisample antialiasing if possible
- if (vid_samples.integer > 1 && vid.support.arb_multisample)
- qglEnable(GL_MULTISAMPLE_ARB);
+ if(vid.support.arb_multisample)
+ {
+ int samples = 0;
+ qglGetIntegerv(GL_SAMPLES_ARB, &samples);
+ if (samples > 1)
+ qglEnable(GL_MULTISAMPLE_ARB);
+ else
+ vid.allowalphatocoverage = false;
+ }
+ else
+ vid.allowalphatocoverage = false;
// VorteX: set other info (maybe place them in VID_InitMode?)
Cvar_SetQuick(&gl_info_vendor, gl_vendor);
wantgamma = 0;
#define BOUNDCVAR(cvar, m1, m2) c = &(cvar);f = bound(m1, c->value, m2);if (c->value != f) Cvar_SetValueQuick(c, f);
BOUNDCVAR(v_gamma, 0.1, 5);
- BOUNDCVAR(v_contrast, 1, 5);
- BOUNDCVAR(v_brightness, 0, 0.8);
+ BOUNDCVAR(v_contrast, 0.2, 5);
+ BOUNDCVAR(v_brightness, -v_contrast.value * 0.8, 0.8);
//BOUNDCVAR(v_contrastboost, 0.0625, 16);
BOUNDCVAR(v_color_black_r, 0, 0.8);
BOUNDCVAR(v_color_black_g, 0, 0.8);