Difference between revisions of "Gl keeptjunctions"

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Name: gl_keeptjunctions<br>
 
Name: gl_keeptjunctions<br>
 
Default value: "1"<br>
 
Default value: "1"<br>
Flags:   <br>
+
Cvar flags: None<br>
 +
FTEQW Builds: [[OpenGL Renderer]] [[Minimal GL Build]] [[Merged Build]] [[Linux Build]] <br>
 
<br>
 
<br>
 
Toggles the use of colinear vertexes when loading a map.<br />
 
Toggles the use of colinear vertexes when loading a map.<br />
  * 0 = Remove colinear vertexes when loading the map. (will speed up the game performance, but will leave a few artifact pixels).<br />
+
0 = Remove colinear vertexes when loading the map. (will speed up the game performance, but will leave a few artifact pixels).<br />
  * 1 = Keep colinear vertexes.<br />
+
1 = Keep colinear vertexes.<br />
 
<br />
 
<br />
 
enables/disables removing of tjunctions in the BSP during the building of the surface display list (glquake only).<br />
 
enables/disables removing of tjunctions in the BSP during the building of the surface display list (glquake only).<br />
 
<br />
 
<br />
 
Setting this to 0 will reduce the number of bsp polygon vertices by removing colinear points, however it produces holes in the BSP due to floating point precision errors.<br />
 
Setting this to 0 will reduce the number of bsp polygon vertices by removing colinear points, however it produces holes in the BSP due to floating point precision errors.<br />

Latest revision as of 20:44, 29 December 2005

Name: gl_keeptjunctions
Default value: "1"
Cvar flags: None
FTEQW Builds: OpenGL Renderer Minimal GL Build Merged Build Linux Build

Toggles the use of colinear vertexes when loading a map.
0 = Remove colinear vertexes when loading the map. (will speed up the game performance, but will leave a few artifact pixels).
1 = Keep colinear vertexes.

enables/disables removing of tjunctions in the BSP during the building of the surface display list (glquake only).

Setting this to 0 will reduce the number of bsp polygon vertices by removing colinear points, however it produces holes in the BSP due to floating point precision errors.