func_arena Wednesday, September 23, 2026
Building, modding and fragging like it's 1998

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r_useSeamlessCubeMap

use ARB_seamless_cube_map if available
Sep 21, 2026
r_useShadowAtlas Sep 21, 2026
r_useShadowCulling

try to cull shadows from partially visible lights
Sep 21, 2026
r_useShadowDepthBounds

use depth bounds test on individual shadow volumes to reduce shadow fill
Sep 21, 2026
r_useShadowPreciseInsideTest

use a precise and more expensive test to determine whether the view is inside a shadow volume
Sep 21, 2026
r_useShadowProjectedCull

discard triangles outside light volume before shadowing
Sep 21, 2026
r_useShadowSurfaceScissor

scissor shadows by the scissor rect of the interaction surfaces
Sep 21, 2026
r_useShadowVertexProgram

do the shadow projection in the vertex program on capable cards
Sep 21, 2026
r_useSilRemap

consider verts with the same XYZ, but different ST the same for shadows
Sep 21, 2026
r_useSoftParticles

Soften particle transitions when player walks through them or they cross solid geometry. Needs r_enableDepthCapture. Can slow down rendering!
Sep 21, 2026
r_useSRGB

1 = both texture and framebuffer, 2 = framebuffer only, 3 = texture only
Sep 21, 2026
r_useSSAO

use screen space ambient occlusion to darken corners
Sep 21, 2026
r_useSSR Sep 21, 2026
r_useStateCaching

avoid redundant state changes in GL_*() calls
Sep 21, 2026
r_useStencilOpSeparate

Use glStencilOpSeparate() (if available) when rendering shadows
Sep 21, 2026
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