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Written down once so it does not get asked again. |
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r_useSeamlessCubeMap
 use ARB_seamless_cube_map if available |
Sep 21, 2026 |
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r_useShadowAtlas
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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 |
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r_useSSR
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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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| No blog post has a picture yet. |
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IRC: #func_arena @ irc.libera.chat
Discord: Map-Center
41 fraggers right now. Be nice to others.
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