Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | High texture detail. |
1 | Medium texture detail. |
2 | Low texture detail. |
3 | Minimum texture detail. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
0 | Full object detail |
1 | Some object detail |
2 | Medium object detail |
3 | Low object detail |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Perspective correction only every 16 pixels (faster, less accurate). |
0 | Precise texture mapping (slower, more accurate). |
Anisotropic filtering. Basically improved texture quality.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is integer.
0 and 1 means turned off, 16 is usually the highest quality
Depends on your Graphics card capabilities and settings. Make sure you have enabled "Application controled" in your Graphics card settings for Anisotropic filtering option.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Enable |
0 | Disable loading of external 24bit textures for |
non-world .bsp models (any .bsp that isn't the actual map. Ex. health and ammo boxes).
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Enable. |
0 | Disable loading of external 24bit textures for the |
world .bsp model (i.e. the actual map).
Enable reducing memory held by textures on cards that support it (but textures loaded slower and may have less quality).
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Enabled |
0 | Disabled |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Better texture quality. |
0 | Faster loading maps (not more fps). |
Turns using of luma textures (named *_luma) ON when set to 1 and allowed by server.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
Some luma textures have black (in RGB format its 0,0,0) non-transparent pixels. This can make them transparent.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is integer.
e.g. value 10 makes particular pixels transparent if each color component LESS than 10
Setting this to 0 will disable the functionality. For some commonly used texture packs value 1 is necessary.
This variable determines the detail level for loaded textures. When set to "1", the objects and walls will be textured with 1x1 pixel textures.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 2048
Variable is float.
It is essentially a GL 'equivalent' to d_mipcap in software. It has no affect when loading external 24bit textures.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Disables support of alternate 24bit textures. Requires a vid_restart to take effect.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Disable 24-bit textures |
0 | Allow 24-bit textures |
This variable determines the the level of detail for textures used on walls. You can use this variable to lower the texture detail used on walls thus increasing the game's performance.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Original size. |
1 | Half the dimensions. |
2 | One-fourth the dimensions. |
X = etc..
Determines the level of detail of player models. This variable is useful if you are experience game slowdown during multiplayer games when there are lots of players on your screen by shrinking the texture detail, but this will make the player models more blurry.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Full detail. |
1 | Medium detail. |
2 | Low detail. |
X = etc.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Enable |
0 | Disable scale model textures. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Enable. |
0 | Disable gl_picmip/gl_max_size/gl_miptexLevel affect turb textures (lava, water, slime, teleports). |
This variable sets the division value for the sky brushes. The higher the value the better the performance, but the smoothness of the sky suffers.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 64
Variable is float.
True textureless map textures, but preserving original colors. For custom colors - look for r_drawflat.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Textureless world |
0 | Normal textures |
The beauty of this is that u can toggle in realtime for any map. Same as with r_drawflat.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: GL_LINEAR_MIPMAP_NEAREST
value | description |
GL_NEAREST | Point sampled (software-like). Lowest quality, highest performance. |
GL_NEAREST_MIPMAP_NEAREST | GL_NEAREST but with a bit more quality for far objects. |
GL_NEAREST_MIPMAP_LINEAR | GL_NEAREST but with even more quality for far objects. |
GL_LINEAR | Linear filtering, no blending. |
GL_LINEAR_MIPMAP_NEAREST | Bilinear interpolation. |
GL_LINEAR_MIPMAP_LINEAR | Trilinear interpolation. Highest quality, lowest performance. |
GL_NEAREST* modes are often used with gl_miptexlevel 3
Texture mode used for objects in the head up display, such as font, image of armor, player's face or crosshair.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: GL_LINEAR
value | description |
See gl_texturemode for possible values.
Disables textures and walls and floors them with a solid color (/r_wallcolor or /r_floorcolor) depending on the angle.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Use textures for walls and floors. |
1 | Use a solid color for walls and floors |
2 | Use solid floors and textured walls. |
3 | Use solid walls and textured floors. |
Usually used for performance improvements at the expense of eyecandy. See r_wallcolor and r_floorcolor.
Changes color of floors and ceilings when r_drawflat is set to 1. Enter RGB value here, e.g. r_floorcolor "128 128 128" goes for gray floor.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 50 100 150
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Off. |
1 | Blend map textures. |
2 | Blend map textures and bsp entities (ammo, health etc.) |
Changes color of walls when r_drawflat is set to 1. Enter RGB value here, e.g. r_wallcolor "128 128 128" goes for gray walls.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 255 255 255
Variable is float.
Last update: 09.11.2005 10:15 UTC
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