diff --git a/src/engine/platform/win_glimp.c b/src/engine/platform/win_glimp.c index 8ab324d..f2e908e 100644 --- a/src/engine/platform/win_glimp.c +++ b/src/engine/platform/win_glimp.c @@ -650,10 +650,7 @@ void GLimp_Init( void ) ri.Printf( PRINT_ALL, "Initializing OpenGL subsystem\n" ); - // save off hInstance and wndproc - cv = ri.Cvar_Get( "win_hinstance", "", 0 ); - sscanf( cv->string, "%p", (void **)&g_wv.hInstance ); - + // save wndproc cv = ri.Cvar_Get( "win_wndproc", "", 0 ); sscanf( cv->string, "%p", (void **)&glw_state.wndproc ); diff --git a/src/engine/platform/win_main.c b/src/engine/platform/win_main.c index a1f8226..344cb43 100644 --- a/src/engine/platform/win_main.c +++ b/src/engine/platform/win_main.c @@ -1089,7 +1089,6 @@ void Sys_Init( void ) { } // save out a couple things in rom cvars for the renderer to access - Cvar_Get( "win_hinstance", va("%p", (void*)g_wv.hInstance), CVAR_ROM ); Cvar_Get( "win_wndproc", va("%p", MainWndProc), CVAR_ROM ); // diff --git a/src/engine/platform/win_wndproc.c b/src/engine/platform/win_wndproc.c index 63ac914..8f34199 100644 --- a/src/engine/platform/win_wndproc.c +++ b/src/engine/platform/win_wndproc.c @@ -249,20 +249,7 @@ LONG WINAPI MainWndProc ( r_fullscreen = Cvar_Get ("r_fullscreen", "1", CVAR_ARCHIVE | CVAR_LATCH ); break; -#if 0 - case WM_DISPLAYCHANGE: - Com_DPrintf( "WM_DISPLAYCHANGE\n" ); - // we need to force a vid_restart if the user has changed - // their desktop resolution while the game is running, - // but don't do anything if the message is a result of - // our own calling of ChangeDisplaySettings - if ( com_insideVidInit ) { - break; // we did this on purpose - } - // something else forced a mode change, so restart all our gl stuff - Cbuf_AddText( "vid_restart\n" ); - break; -#endif + case WM_DESTROY: // let sound and input know about this? g_wv.hWnd = NULL; diff --git a/src/engine/renderer/tr_init.c b/src/engine/renderer/tr_init.c index a55ef8d..5ee27f7 100644 --- a/src/engine/renderer/tr_init.c +++ b/src/engine/renderer/tr_init.c @@ -55,7 +55,6 @@ cvar_t *r_measureOverdraw; cvar_t *r_inGameVideo; cvar_t *r_fastsky; -cvar_t *r_drawSun; cvar_t *r_dynamiclight; cvar_t *r_dlightBacks; @@ -756,7 +755,6 @@ void GfxInfo_f( void ) ri.Printf( PRINT_ALL, "\nGL_VENDOR: %s\n", glConfig.vendor_string ); ri.Printf( PRINT_ALL, "GL_RENDERER: %s\n", glConfig.renderer_string ); ri.Printf( PRINT_ALL, "GL_VERSION: %s\n", glConfig.version_string ); - ri.Printf( PRINT_ALL, "GL_EXTENSIONS: %s\n", glConfig.extensions_string ); ri.Printf( PRINT_ALL, "GL_MAX_TEXTURE_SIZE: %d\n", glConfig.maxTextureSize ); ri.Printf( PRINT_ALL, "GL_MAX_ACTIVE_TEXTURES_ARB: %d\n", glConfig.maxActiveTextures ); ri.Printf( PRINT_ALL, "\nPIXELFORMAT: color(%d-bits) Z(%d-bit) stencil(%d-bits)\n", glConfig.colorBits, glConfig.depthBits, glConfig.stencilBits ); @@ -803,12 +801,7 @@ void R_Register( void ) r_ext_compressed_textures = ri.Cvar_Get( "r_ext_compressed_textures", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_ext_gamma_control = ri.Cvar_Get( "r_ext_gamma_control", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_ext_compiled_vertex_array = ri.Cvar_Get( "r_ext_compiled_vertex_array", "1", CVAR_ARCHIVE | CVAR_LATCH); -#ifdef __linux__ // broken on linux - r_ext_texture_env_add = ri.Cvar_Get( "r_ext_texture_env_add", "0", CVAR_ARCHIVE | CVAR_LATCH); -#else r_ext_texture_env_add = ri.Cvar_Get( "r_ext_texture_env_add", "1", CVAR_ARCHIVE | CVAR_LATCH); -#endif - r_picmip = ri.Cvar_Get ("r_picmip", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_roundImagesDown = ri.Cvar_Get ("r_roundImagesDown", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_colorMipLevels = ri.Cvar_Get ("r_colorMipLevels", "0", CVAR_LATCH ); @@ -816,11 +809,7 @@ void R_Register( void ) r_detailTextures = ri.Cvar_Get( "r_detailtextures", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_texturebits = ri.Cvar_Get( "r_texturebits", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_stereo = ri.Cvar_Get( "r_stereo", "0", CVAR_ARCHIVE | CVAR_LATCH ); -#ifdef __linux__ - r_stencilbits = ri.Cvar_Get( "r_stencilbits", "0", CVAR_ARCHIVE | CVAR_LATCH ); -#else r_stencilbits = ri.Cvar_Get( "r_stencilbits", "8", CVAR_ARCHIVE | CVAR_LATCH ); -#endif r_depthbits = ri.Cvar_Get( "r_depthbits", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_overBrightBits = ri.Cvar_Get ("r_overBrightBits", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_ignorehwgamma = ri.Cvar_Get( "r_ignorehwgamma", "0", CVAR_ARCHIVE | CVAR_LATCH); @@ -833,12 +822,7 @@ void R_Register( void ) r_vertexLight = ri.Cvar_Get( "r_vertexLight", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_uiFullScreen = ri.Cvar_Get( "r_uifullscreen", "0", 0); r_subdivisions = ri.Cvar_Get ("r_subdivisions", "4", CVAR_ARCHIVE | CVAR_LATCH); -#if (defined(MACOS_X) || defined(__linux__)) && defined(SMP) - // Default to using SMP on Mac OS X or Linux if we have multiple processors - r_smp = ri.Cvar_Get( "r_smp", Sys_ProcessorCount() > 1 ? "1" : "0", CVAR_ARCHIVE | CVAR_LATCH); -#else r_smp = ri.Cvar_Get( "r_smp", "0", CVAR_ARCHIVE | CVAR_LATCH); -#endif r_ignoreFastPath = ri.Cvar_Get( "r_ignoreFastPath", "1", CVAR_ARCHIVE | CVAR_LATCH ); // @@ -862,7 +846,6 @@ void R_Register( void ) r_ignoreGLErrors = ri.Cvar_Get( "r_ignoreGLErrors", "1", CVAR_ARCHIVE ); r_fastsky = ri.Cvar_Get( "r_fastsky", "0", CVAR_ARCHIVE ); r_inGameVideo = ri.Cvar_Get( "r_inGameVideo", "1", CVAR_ARCHIVE ); - r_drawSun = ri.Cvar_Get( "r_drawSun", "0", CVAR_ARCHIVE ); r_dynamiclight = ri.Cvar_Get( "r_dynamiclight", "1", CVAR_ARCHIVE ); r_dlightBacks = ri.Cvar_Get( "r_dlightBacks", "1", CVAR_ARCHIVE ); r_finish = ri.Cvar_Get ("r_finish", "0", CVAR_ARCHIVE); diff --git a/src/engine/renderer/tr_local.h b/src/engine/renderer/tr_local.h index 38742d8..4f71f7d 100644 --- a/src/engine/renderer/tr_local.h +++ b/src/engine/renderer/tr_local.h @@ -1008,7 +1008,6 @@ extern cvar_t *r_lodscale; extern cvar_t *r_inGameVideo; // controls whether in game video should be draw extern cvar_t *r_fastsky; // controls whether sky should be cleared or drawn -extern cvar_t *r_drawSun; // controls drawing of sun quad extern cvar_t *r_dynamiclight; // dynamic lights enabled/disabled extern cvar_t *r_dlightBacks; // dlight non-facing surfaces for continuity