View Issue Details

IDProjectCategoryView StatusLast Update
0005494The Dark ModGraphicspublic05.02.2021 14:39
ReporterAluminumHaste Assigned Tonbohr1more  
PrioritynormalSeveritynormalReproducibilityalways
Status resolvedResolutionfixed 
Product VersionTDM 1.00 
Target VersionTDM 2.09Fixed in VersionTDM 2.09 
Summary0005494: g_stopTime causes portal_sky to turn black
DescriptionUsing the jitter overloaded screenshot command (screenshot <width> <height> <samples>) causes the engine to stop time during the jittering phase. When this is called, the skyboxes turn black.

This has been going on for a long time, not sure if fixable.

But since we can no longer use AA with reasonable performance drops, getting high quality screenshots with the jitter option only work when there's no skybox in view.

Steps To ReproduceBind a key to "screenshot 1920 1080 32" (replace the width and height with your native monitor res)
Use that key to take a screenshot with a skybox in view.

The skybox turns black.

You can also force this by using "g_stopTime 1" command.
TagsNo tags attached.
Attached Files
blacksky.png (652,153 bytes)
blacksky_normalsky.png (755,956 bytes)

Relationships

related to 0004843 resolvednbohr1more Game isn't frozen during screenshot command with jitter 

Activities

Judith

Judith

19.01.2021 17:25

reporter   ~0013482

Confirmed, happens with most simple skybox setup.
nbohr1more

nbohr1more

23.01.2021 23:32

developer   ~0013499

Last edited: 23.01.2021 23:33

As I can till, there is time code all over the PortalSky feature so it is proving a challenge to find a way to make it operate with time stopped.

One thing we could do is revert the change that added g_stopTime to blended screenshots in the first place, with the downside of having moving AI having motion blur in this type of screenshot.

A hacky way around that would be to have the command also set:

tdm_ai_opt_noanims 1
tdm_ai_opt_nothink 1

which would freeze all AI in place, but would not help with moving lights or particles.
nbohr1more

nbohr1more

25.01.2021 05:41

developer   ~0013508

I tried a prototype of this with a game cvar controlling the behavior in AI.cpp but it seems that the "noanims" cvar triggers
wrongly if called after nothink.

I guess we could just wrap the g_stopTime sections of the blended screenshot behind a render cvar that disables those sections
and then let players manually stop AI movement prior to capturing the screenshot. This way, indoor shots would work as expected
whereas outdoor shots would require some manual setup.
stgatilov

stgatilov

25.01.2021 06:12

administrator   ~0013510

My proposal is to remove that jitter-screenshot feature.

The main reason for using it was lack of soft shadows.
Now there are good soft shadows, shadow mapping ones are pretty correct. Enable supersampling, anisotropic filtering, and soft shadows quality, and take your screenshot.

Also, I have always considered it wrong to take such jittered screenshots and post them to various news articles.
It is like cheating. Like if you say "I've have finished The Very Hard Game" without saying that you have used god mode, lowered difficulty, skipped some sections, used walkthroughs, etc.
I bet I can find news about TDM 1.0x looking like it had soft shadows.
AluminumHaste

AluminumHaste

25.01.2021 13:05

developer   ~0013512

The main use was AA, at least that's what I always used it for. And that's still what I use it for.
So what's the equivalent in SS vs Jitter samples? If I have my screenshot set up for 32 jitter passes, is that r_fboresolution 32?
stgatilov

stgatilov

25.01.2021 13:23

administrator   ~0013513

Last edited: 25.01.2021 13:23

No idea.
I think it is more like r_fboresolution 5 (like sqrt(N)).
By the way, does it look too different from 16x multisampling?
AluminumHaste

AluminumHaste

25.01.2021 13:27

developer   ~0013515

Last edited: 25.01.2021 13:28

So I've uploaded some screenshots of a difficult to antialias angle.

First one is multisamples set to 32, second one is jitter command set to 32 samples.

The one using multisamples has an uneven stair step pattern, the jittered one is higher quality.
The floor boards, the basket, the table, especially the carpet.

Yes this is splitting hairs, I realize.

I tried change fbo resolution, anything over 4 times gave not as good results and FPS in the single digits.
bakery_AA32.png (179,661 bytes)   
bakery_AA32.png (179,661 bytes)   
bakery_jitter32.png (165,951 bytes)   
bakery_jitter32.png (165,951 bytes)   
nbohr1more

nbohr1more

25.01.2021 13:32

developer   ~0013516

Try:

f_fboResolution 1.05
r_multisamples 16

It may also be worthwhile to try disabling sharpening since that might undo AA for some edge cases.
AluminumHaste

AluminumHaste

25.01.2021 13:35

developer   ~0013518

Here's the same zoom with fbo at 5
bakery_fbo5.png (217,918 bytes)   
bakery_fbo5.png (217,918 bytes)   
AluminumHaste

AluminumHaste

25.01.2021 13:42

developer   ~0013519

Ok, tried fbo at 2, AA at 32 and turned off sharpen

bind f11 "r_fboresoltion 2; r_multisamples 32; wait; wait; screenshot; r_multisamples 1; r_fboresolution 1"

Have to use the wait commands, if I take screenshot immediately after setting AA, it takes the screenshot THEN applies the new AA setting.
bakery_fbo2_AA32.png (238,134 bytes)   
bakery_fbo2_AA32.png (238,134 bytes)   
AluminumHaste

AluminumHaste

25.01.2021 13:47

developer   ~0013521

LOL, here's fbo 2, AA 32 with jitter samples at 32
bakery_fbo2_AA32_jitter32.png (191,601 bytes)   
bakery_fbo2_AA32_jitter32.png (191,601 bytes)   
stgatilov

stgatilov

25.01.2021 13:47

administrator   ~0013522

Normally, 2x supersampling should enough to fix these artefacts (without multisampling of course)
4x supersampling is overkill.

Looking at your screenshots, I would say either r_fboResolution did not apply, or downsampling works wrong for large values because minification texture filter does not use mipmapping.
duzenko

duzenko

25.01.2021 13:51

developer   ~0013523

I would image r_fboResolution > 2 not do anything since the downsize function is linear. I'm not sure how it maps texels to pixels in general, maybe it's bad along the screen edges
As for AA, it's natural to use the HW-supported function of your GPU for this purpose, as long as it supports the quality level (but it should be instantly obvious )
nbohr1more

nbohr1more

25.01.2021 14:06

developer   ~0013524

As I recall from previous testing, there was a strange pattern of

r_fboResolution 1.01 = smooth
r_fboResolution 1.02 = jaggy
r_fboResolution 1.03 = smooth

It seems that multiples of 0.05 seemed to produce the best results.
So it does not work exactly like SSAA and instead you must choose something that can divide the pixel count at the right proportion
to be interpolated equally rather than biasing. I would say that anything over 1.5 is overkill since the image quality never gets better
than any of the 1.05 to 1.15 variants due to the simple interpolation behavior.

Perhaps we should implement a true SSAA option someday.
AluminumHaste

AluminumHaste

25.01.2021 14:11

developer   ~0013525

FXAA would be a nice compromise, I've had good results in other games, and the performance hit is usually negligible.
And with sharpening already implemented, the issue with blurry image is already fixed.
AluminumHaste

AluminumHaste

25.01.2021 14:17

developer   ~0013526

Ok, here's just fbo at 1.5
bakery_fbo15.png (201,348 bytes)   
bakery_fbo15.png (201,348 bytes)   
cabalistic

cabalistic

25.01.2021 14:18

developer   ~0013527

> Perhaps we should implement a true SSAA option someday.

All you'd need is a better downsample filter, but it's complicated, because there are several different code paths that can be responsible for the downsampling thanks to bloom/tonemap choices

As for FXAA: you can easily add that effect with Reshade or even your graphics settings. Personally, I find FXAA is nothing more than a better blur filter and thus a poor excuse for AA :) I would not waste my time on that; the only AA effect worth implementing (besides MSAA) is TAA, but that one's unfortunately tricky due to the need for an accurate velocity buffer.

(Quality-wise, MSAA is the superior option, but there is one edge case in TDM that's not covered by it: some particle effects do their own depth processing which negates the AA effect.)
AluminumHaste

AluminumHaste

25.01.2021 15:38

developer   ~0013529

I've tried reshade on my computer, it never works right, causes crashes etc.
Probably these stupid AMD drivers as usual.
nbohr1more

nbohr1more

26.01.2021 04:34

developer   ~0013539

I got it working with my dumb workaround. (see attached RenderSystem_Init ) I had to add the forceopt switch.

Still has blurry particles though.

I will see if there is a freeze particle command and that should cover the majority of use cases.
RenderSystem_init.cpp (74,110 bytes)   
/*****************************************************************************
                    The Dark Mod GPL Source Code

 This file is part of the The Dark Mod Source Code, originally based
 on the Doom 3 GPL Source Code as published in 2011.

 The Dark Mod Source Code is free software: you can redistribute it
 and/or modify it under the terms of the GNU General Public License as
 published by the Free Software Foundation, either version 3 of the License,
 or (at your option) any later version. For details, see LICENSE.TXT.

 Project: The Dark Mod (http://www.thedarkmod.com/)

******************************************************************************/

#include "precompiled.h"
#pragma hdrstop

#include "tr_local.h"
#include "FrameBuffer.h"
#include "glsl.h"
#include "GLSLProgramManager.h"
#include "backend/RenderBackend.h"
#include "AmbientOcclusionStage.h"
#include "BloomStage.h"
#include "FrameBufferManager.h"
#include "../sys/sys_padinput.h"
#include "../game/gamesys/SysCvar.h"

// Vista OpenGL wrapper check
#ifdef _WIN32
#include "../sys/win32/win_local.h"
#endif

// functions that are not called every frame

glconfig_t	glConfig;

idCVar r_glDriver( "r_glDriver", "", CVAR_RENDERER, "\"opengl32.dll\", etc." );
idCVar r_glDebugOutput( "r_glDebugOutput", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_ARCHIVE, "Enables GL debug messages and displays them on the console. Using a debug context may provide additional insight. 2 - enables synchronous processing (slower)" );
idCVar r_glDebugContext( "r_glDebugContext", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "If enabled, create a GL debug context." );
idCVar r_useLightPortalFlow( "r_useLightPortalFlow", "1", CVAR_RENDERER | CVAR_BOOL, "use a more precise area reference determination" );
idCVar r_multiSamples( "r_multiSamples", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "number of antialiasing samples" );
idCVar r_displayRefresh( "r_displayRefresh", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_NOCHEAT, "optional display refresh rate option for vid mode", 0.0f, 200.0f );
idCVar r_fullscreen( "r_fullscreen", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "0 = windowed, 1 = full screen, 2 = fullscreen windowed" );
idCVar r_singleTriangle( "r_singleTriangle", "0", CVAR_RENDERER | CVAR_BOOL, "only draw a single triangle per primitive" );
idCVar r_checkBounds( "r_checkBounds", "0", CVAR_RENDERER | CVAR_BOOL, "compare all surface bounds with precalculated ones" );

idCVar r_useConstantMaterials( "r_useConstantMaterials", "1", CVAR_RENDERER | CVAR_BOOL, "use pre-calculated material registers if possible" );
idCVar r_useSilRemap( "r_useSilRemap", "1", CVAR_RENDERER | CVAR_BOOL, "consider verts with the same XYZ, but different ST the same for shadows" );
idCVar r_useNodeCommonChildren( "r_useNodeCommonChildren", "1", CVAR_RENDERER | CVAR_BOOL, "stop pushing reference bounds early when possible" );
idCVar r_useShadowProjectedCull( "r_useShadowProjectedCull", "1", CVAR_RENDERER | CVAR_BOOL, "discard triangles outside light volume before shadowing" );
idCVar r_useShadowSurfaceScissor( "r_useShadowSurfaceScissor", "1", CVAR_RENDERER | CVAR_BOOL, "scissor shadows by the scissor rect of the interaction surfaces" );
idCVar r_useInteractionTable( "r_useInteractionTable", "2", CVAR_RENDERER | CVAR_INTEGER, "which implementation to use for table of existing interactions: 0 = none, 1 = single full matrix, 2 = single hash table" );
idCVar r_useTurboShadow( "r_useTurboShadow", "1", CVAR_RENDERER | CVAR_BOOL, "use the infinite projection with W technique for dynamic shadows" );
idCVar r_useDeferredTangents( "r_useDeferredTangents", "1", CVAR_RENDERER | CVAR_BOOL, "defer tangents calculations after deform" );
idCVar r_useCachedDynamicModels( "r_useCachedDynamicModels", "1", CVAR_RENDERER | CVAR_BOOL, "cache snapshots of dynamic models" );

//duzenko & stgatilov:
idCVar r_softShadowsQuality( "r_softShadowsQuality", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_ARCHIVE, "Number of samples in soft shadows blur. 0 = hard shadows, 6 = low-quality, 24 = good, 96 = perfect" );
idCVar r_softShadowsRadius( "r_softShadowsRadius", "1.0", CVAR_RENDERER | CVAR_FLOAT | CVAR_ARCHIVE, "Radius of light source for soft shadows. Decreasing it makes soft shadows less blurry." );

//stgatilov #4825: see also
//  http://forums.thedarkmod.com/topic/19139-nonsmooth-graphics-due-to-bumpmapping/
idCVar r_useBumpmapLightTogglingFix(
	"r_useBumpmapLightTogglingFix", "1", CVAR_RENDERER | CVAR_BOOL,
	"Reduce light toggling due to difference between bumpmapped normal and interpolated normal in \"enhanced\" interaction.\n"
);

idCVar r_useStateCaching( "r_useStateCaching", "1", CVAR_RENDERER | CVAR_BOOL, "avoid redundant state changes in GL_*() calls" );

idCVar r_znear( "r_znear", "3", CVAR_RENDERER | CVAR_FLOAT, "near Z clip plane distance", 0.001f, 200.0f );

idCVar r_ignoreGLErrors( "r_ignoreGLErrors", "1", CVAR_RENDERER | CVAR_BOOL, "ignore GL errors" );
idCVar r_finish( "r_finish", "0", CVAR_RENDERER | CVAR_BOOL, "force a call to glFinish() every frame" );
idCVarInt r_swapInterval( "r_swapInterval", "0", CVAR_RENDERER | CVAR_ARCHIVE, "changes wglSwapIntarval" );

idCVar r_ambientMinLevel( "r_ambientMinLevel", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "specifies minimal level of ambient light brightness, making linear change in ambient color", 0.0f, 1.0f);
idCVar r_ambientGamma( "r_ambientGamma", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "specifies power of gamma correction applied solely to ambient light", 0.1f, 3.0f);

idCVar r_jitter( "r_jitter", "0", CVAR_RENDERER | CVAR_BOOL, "randomly subpixel jitter the projection matrix" );

idCVar r_skipSuppress( "r_skipSuppress", "0", CVAR_RENDERER | CVAR_BOOL, "ignore the per-view suppressions" );
idCVar r_skipPostProcess( "r_skipPostProcess", "0", CVAR_RENDERER | CVAR_BOOL, "skip all post-process renderings" );
idCVar r_skipInteractions( "r_skipInteractions", "0", CVAR_RENDERER | CVAR_BOOL, "skip all light/surface interaction drawing" );
idCVar r_skipDynamicTextures( "r_skipDynamicTextures", "0", CVAR_RENDERER | CVAR_BOOL, "don't dynamically create textures" );
idCVar r_skipCopyTexture( "r_skipCopyTexture", "0", CVAR_RENDERER | CVAR_BOOL, "do all rendering, but don't actually copyTexSubImage2D" );
idCVar r_skipBackEnd( "r_skipBackEnd", "0", CVAR_RENDERER | CVAR_BOOL, "don't draw anything" );
idCVar r_skipRender( "r_skipRender", "0", CVAR_RENDERER | CVAR_BOOL, "skip 3D rendering, but pass 2D" );
idCVar r_skipRenderContext( "r_skipRenderContext", "0", CVAR_RENDERER | CVAR_BOOL, "NULL the rendering context during backend 3D rendering" );
idCVar r_skipTranslucent( "r_skipTranslucent", "0", CVAR_RENDERER | CVAR_BOOL, "skip the translucent interaction rendering" );
idCVar r_skipAmbient( "r_skipAmbient", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = bypasses all non-interaction drawing, 2 = skips ambient light interactions, 3 = both" );
idCVarInt r_skipNewAmbient( "r_skipNewAmbient", "0", CVAR_RENDERER, "bypasses non-standard ambient drawing, 1 - per-material, 2 - soft particles, 3 - both" );
idCVar r_skipBlendLights( "r_skipBlendLights", "0", CVAR_RENDERER | CVAR_BOOL, "skip all blend lights" );
idCVarInt r_skipFogLights( "r_skipFogLights", "0", CVAR_RENDERER, "skip fog lights: 1 - solid, 2 - translucent, 3 - all" );
idCVar r_skipDeforms( "r_skipDeforms", "0", CVAR_RENDERER | CVAR_BOOL, "leave all deform materials in their original state" );
idCVar r_skipFrontEnd( "r_skipFrontEnd", "0", CVAR_RENDERER | CVAR_BOOL, "bypasses all front end work, but 2D gui rendering still draws" );
idCVar r_skipUpdates( "r_skipUpdates", "0", CVAR_RENDERER | CVAR_BOOL, "1 = don't accept any entity or light updates, making everything static" );
idCVar r_skipOverlays( "r_skipOverlays", "0", CVAR_RENDERER | CVAR_BOOL, "skip overlay surfaces" );
idCVar r_skipSpecular( "r_skipSpecular", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_CHEAT | CVAR_ARCHIVE, "use black for specular1" );
idCVar r_skipBump( "r_skipBump", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "uses a flat surface instead of the bump map" );
idCVar r_skipDiffuse( "r_skipDiffuse", "0", CVAR_RENDERER | CVAR_BOOL, "use black for diffuse" );
idCVar r_skipROQ( "r_skipROQ", "0", CVAR_RENDERER | CVAR_BOOL, "skip ROQ decoding" );
idCVar r_skipDepthCapture( "r_skipDepthCapture", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "skip depth capture" ); // #3877 #4418
idCVar r_useSoftParticles( "r_useSoftParticles", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "soften particle transitions when player walks through them or they cross solid geometry" ); // #3878 #4418

idCVar r_ignore( "r_ignore", "0", CVAR_RENDERER, "used for random debugging without defining new vars" );
idCVar r_ignore2( "r_ignore2", "0", CVAR_RENDERER, "used for random debugging without defining new vars" );
idCVar r_usePreciseTriangleInteractions( "r_usePreciseTriangleInteractions", "0", CVAR_RENDERER | CVAR_BOOL, "1 = do winding clipping to determine if each ambiguous tri should be lit" );
idCVar r_useCulling( "r_useCulling", "2", CVAR_RENDERER | CVAR_INTEGER, "0 = none, 1 = sphere, 2 = sphere + box", 0, 2, idCmdSystem::ArgCompletion_Integer<0, 2> );
idCVar r_useLightCulling( "r_useLightCulling", "3", CVAR_RENDERER | CVAR_INTEGER, "0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas", 0, 3, idCmdSystem::ArgCompletion_Integer<0, 3> );
idCVar r_useLightScissors( "r_useLightScissors", "1", CVAR_RENDERER | CVAR_BOOL, "1 = use custom scissor rectangle for each light" );
//anon begin
idCVar r_useLightPortalCulling( "r_useLightPortalCulling", "1", CVAR_RENDERER | CVAR_INTEGER, "0 = none, 1 = cull frustum corners to plane, 2 = exact clip the frustum faces", 0, 2, idCmdSystem::ArgCompletion_Integer<0, 2> );
idCVar r_useEntityPortalCulling( "r_useEntityPortalCulling", "1", CVAR_RENDERER | CVAR_INTEGER, "0 = none, 1 = cull frustum corners to plane, 2 = exact clip the frustum faces", 0, 2, idCmdSystem::ArgCompletion_Integer<0, 2> );
//anon end
idCVar r_useClippedLightScissors( "r_useClippedLightScissors", "1", CVAR_RENDERER | CVAR_INTEGER, "0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always", 0, 2, idCmdSystem::ArgCompletion_Integer<0, 2> );
idCVar r_useEntityCulling( "r_useEntityCulling", "1", CVAR_RENDERER | CVAR_BOOL, "0 = none, 1 = box" );
idCVar r_useEntityScissors( "r_useEntityScissors", "0", CVAR_RENDERER | CVAR_BOOL, "1 = use custom scissor rectangle for each entity" );
idCVar r_useInteractionCulling( "r_useInteractionCulling", "1", CVAR_RENDERER | CVAR_BOOL, "1 = cull interactions" );
idCVar r_useInteractionScissors( "r_useInteractionScissors", "2", CVAR_RENDERER | CVAR_INTEGER, "1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors", -2, 2, idCmdSystem::ArgCompletion_Integer < -2, 2 > );
idCVar r_useShadowCulling( "r_useShadowCulling", "1", CVAR_RENDERER | CVAR_BOOL, "try to cull shadows from partially visible lights" );
idCVar r_useFrustumFarDistance( "r_useFrustumFarDistance", "0", CVAR_RENDERER | CVAR_FLOAT, "if != 0 force the view frustum far distance to this distance" );
idCVar r_logFile( "r_logFile", "0", CVAR_RENDERER | CVAR_INTEGER, "number of frames to emit GL logs" );
idCVar r_clear( "r_clear", "2", CVAR_RENDERER | CVAR_ARCHIVE, "force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom" );
idCVar r_offsetFactor( "r_offsetfactor", "-2", CVAR_RENDERER | CVAR_FLOAT | CVAR_ARCHIVE, "polygon offset parameter" ); // #4079
idCVar r_offsetUnits( "r_offsetunits", "-0.1", CVAR_RENDERER | CVAR_FLOAT | CVAR_ARCHIVE, "polygon offset parameter" ); // #4079
idCVar r_shadowPolygonOffset( "r_shadowPolygonOffset", "-1", CVAR_RENDERER | CVAR_FLOAT | CVAR_ARCHIVE, "bias value added to depth test for stencil shadow drawing" );
idCVar r_shadowPolygonFactor( "r_shadowPolygonFactor", "0", CVAR_RENDERER | CVAR_FLOAT | CVAR_ARCHIVE, "scale value for stencil shadow drawing" );
idCVar r_frontBuffer( "r_frontBuffer", "0", CVAR_RENDERER | CVAR_BOOL, "draw to front buffer for debugging" );
idCVarBool r_skipSubviews( "r_skipSubviews", "0", CVAR_RENDERER, "1 = don't render mirrors, portals, etc" );
idCVar r_skipGuiShaders( "r_skipGuiShaders", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events", 0, 3, idCmdSystem::ArgCompletion_Integer<0, 3> );
idCVar r_skipParticles( "r_skipParticles", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = skip all particle systems", 0, 1, idCmdSystem::ArgCompletion_Integer<0, 1> );
idCVar r_subviewOnly( "r_subviewOnly", "0", CVAR_RENDERER | CVAR_BOOL, "1 = don't render main view, allowing subviews to be debugged" );
idCVar r_shadows( "r_shadows", "1", CVAR_RENDERER | CVAR_INTEGER  | CVAR_ARCHIVE, "1 = stencil shadows, 2 = shadow maps (requires r_useGLSL 1)" );
idCVar r_interactionProgram( "r_interactionProgram", "1", CVAR_RENDERER, "which interaction shader to use: 0 = default / 1 = enhanced" );
idCVar r_testGamma( "r_testGamma", "0", CVAR_RENDERER | CVAR_FLOAT, "if > 0 draw a grid pattern to test gamma levels", 0, 195 );
idCVar r_testGammaBias( "r_testGammaBias", "0", CVAR_RENDERER | CVAR_FLOAT, "if > 0 draw a grid pattern to test gamma levels" );
idCVar r_testStepGamma( "r_testStepGamma", "0", CVAR_RENDERER | CVAR_FLOAT, "if > 0 draw a grid pattern to test gamma levels" );
idCVar r_lightScale( "r_lightScale", "2", CVAR_RENDERER | CVAR_FLOAT, "all light intensities are multiplied by this" );
idCVar r_lightSourceRadius( "r_lightSourceRadius", "0", CVAR_RENDERER | CVAR_FLOAT | CVAR_ARCHIVE, "screenshot soft-shadows" );
idCVar r_flareSize( "r_flareSize", "1", CVAR_RENDERER | CVAR_FLOAT, "scale the flare deforms from the material def" );

idCVar r_useExternalShadows( "r_useExternalShadows", "1", CVAR_RENDERER | CVAR_INTEGER, "1 = skip drawing caps when outside the light volume", 0, 1, idCmdSystem::ArgCompletion_Integer<0, 1> );
idCVar r_useOptimizedShadows( "r_useOptimizedShadows", "1", CVAR_RENDERER | CVAR_BOOL, "use the dmap generated static shadow volumes" );
idCVar r_useScissor( "r_useScissor", "1", CVAR_RENDERER | CVAR_BOOL, "scissor clip as portals and lights are processed" );
idCVar r_useDepthBoundsTest( "r_useDepthBoundsTest", "1", CVAR_RENDERER | CVAR_BOOL, "use depth bounds test to reduce shadow fill" );

idCVar r_screenFraction( "r_screenFraction", "100", CVAR_RENDERER | CVAR_INTEGER, "for testing fill rate, the resolution of the entire screen can be changed" );
idCVar r_demonstrateBug( "r_demonstrateBug", "0", CVAR_RENDERER | CVAR_BOOL, "used during development to show IHV's their problems" );
idCVar r_usePortals( "r_usePortals", "1", CVAR_RENDERER | CVAR_BOOL, " 1 = use portals to perform area culling, otherwise draw everything" );
idCVar r_singleLight( "r_singleLight", "-1", CVAR_RENDERER | CVAR_INTEGER, "suppress all but one light" );
idCVar r_singleEntity( "r_singleEntity", "-1", CVAR_RENDERER | CVAR_INTEGER, "suppress all but one entity" );
idCVar r_singleSurface( "r_singleSurface", "-1", CVAR_RENDERER | CVAR_INTEGER, "suppress all but one surface on each entity" );
idCVar r_singleArea( "r_singleArea", "0", CVAR_RENDERER | CVAR_BOOL, "only draw the portal area the view is actually in" );
idCVar r_forceLoadImages( "r_forceLoadImages", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "draw all images to screen after registration" );
idCVar r_orderIndexes( "r_orderIndexes", "1", CVAR_RENDERER | CVAR_BOOL, "perform index reorganization to optimize vertex use" );
idCVar r_lightAllBackFaces( "r_lightAllBackFaces", "0", CVAR_RENDERER | CVAR_BOOL, "light all the back faces, even when they would be shadowed" );
idCVar r_skipModels( "r_skipModels", "0", CVAR_RENDERER | CVAR_INTEGER, "0 - draw all, 1 - static only, 2 - dynamic only" );

// visual debugging info
idCVarInt r_showPortals( "r_showPortals", "0", CVAR_RENDERER, "draw portal outlines in color: green = player sees through portal; yellow = not seen through but visleaf is open through another portal; red = portal and visleaf the other side are closed." );
idCVar r_showUnsmoothedTangents( "r_showUnsmoothedTangents", "0", CVAR_RENDERER | CVAR_BOOL, "if 1, put all nvidia register combiner programming in display lists" );
idCVar r_showSilhouette( "r_showSilhouette", "0", CVAR_RENDERER | CVAR_BOOL, "highlight edges that are casting shadow planes" );
idCVar r_showVertexColor( "r_showVertexColor", "0", CVAR_RENDERER | CVAR_BOOL, "draws all triangles with the solid vertex color" );
idCVar r_showUpdates( "r_showUpdates", "0", CVAR_RENDERER | CVAR_BOOL, "report entity and light updates and ref counts" );
idCVar r_showDemo( "r_showDemo", "0", CVAR_RENDERER | CVAR_BOOL, "report reads and writes to the demo file" );
idCVar r_showDynamic( "r_showDynamic", "0", CVAR_RENDERER | CVAR_BOOL, "report stats on dynamic surface generation" );
idCVar r_showDefs( "r_showDefs", "0", CVAR_RENDERER | CVAR_BOOL, "report the number of modeDefs and lightDefs in view" );
idCVar r_showTrace( "r_showTrace", "0", CVAR_RENDERER | CVAR_INTEGER, "show the intersection of an eye trace with the world", idCmdSystem::ArgCompletion_Integer<0, 2> );
idCVar r_showIntensity( "r_showIntensity", "0", CVAR_RENDERER | CVAR_BOOL, "draw the screen colors based on intensity, red = 0, green = 128, blue = 255" );
idCVar r_showImages( "r_showImages", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = show all images instead of rendering, 2 = show in proportional size", 0, 2, idCmdSystem::ArgCompletion_Integer<0, 2> );
idCVar com_smp( "com_smp", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "run game modeling and renderer frontend in second thread, parallel to renderer backend" );
idCVar r_showSmp( "r_showSmp", "0", CVAR_RENDERER | CVAR_BOOL, "show which end (front or back) is blocking" );
idCVar r_logSmpTimings( "r_logSmpTimings", "0", CVAR_RENDERER | CVAR_BOOL, "log timings for frontend and backend rendering" );
idCVarInt r_showLights( "r_showLights", "0", CVAR_RENDERER, "1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume"/*, 0, 3, idCmdSystem::ArgCompletion_Integer<0, 3> */);
idCVar r_showShadows( "r_showShadows", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = visualize the stencil shadow volumes, 2 = draw filled in, 3 = lines with depth test", -1, 3, idCmdSystem::ArgCompletion_Integer < -1, 3 > );
idCVar r_showShadowCount( "r_showShadowCount", "0", CVAR_RENDERER | CVAR_INTEGER, "colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows", 0, 4, idCmdSystem::ArgCompletion_Integer<0, 4> );
idCVar r_showLightScissors( "r_showLightScissors", "0", CVAR_RENDERER | CVAR_INTEGER, "show light scissor rectangles" );
idCVar r_showEntityScissors( "r_showEntityScissors", "0", CVAR_RENDERER | CVAR_BOOL, "show entity scissor rectangles" );
idCVar r_showInteractionFrustums( "r_showInteractionFrustums", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox", 0, 3, idCmdSystem::ArgCompletion_Integer<0, 3> );
idCVar r_showInteractionScissors( "r_showInteractionScissors", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines", 0, 2, idCmdSystem::ArgCompletion_Integer<0, 2> );
idCVar r_showLightCount( "r_showLightCount", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw", 0, 3, idCmdSystem::ArgCompletion_Integer<0, 3> );
idCVar r_showViewEntitys( "r_showViewEntitys", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = displays the bounding boxes of all view models, 2 = print index numbers, 3 = index number and render model name" );
idCVarInt r_showEntityDraws( "r_showEntityDraws", "0", CVAR_RENDERER, "show effective draw calls per model" );
idCVar r_showTris( "r_showTris", "0", CVAR_RENDERER | CVAR_INTEGER, "enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all", 0, 4, idCmdSystem::ArgCompletion_Integer<0, 4> );
idCVar r_showSurfaceInfo( "r_showSurfaceInfo", "0", CVAR_RENDERER | CVAR_INTEGER, "show surface material name under crosshair" );
idCVar r_showNormals( "r_showNormals", "0", CVAR_RENDERER | CVAR_FLOAT, "draws wireframe normals" );
idCVar r_showMemory( "r_showMemory", "0", CVAR_RENDERER | CVAR_BOOL, "print frame memory utilization" );
idCVar r_showCull( "r_showCull", "0", CVAR_RENDERER | CVAR_BOOL, "report sphere and box culling stats" );
idCVar r_showInteractions( "r_showInteractions", "0", CVAR_RENDERER | CVAR_BOOL, "report interaction generation activity" );
idCVar r_showDepth( "r_showDepth", "0", CVAR_RENDERER | CVAR_BOOL, "display the contents of the depth buffer and the depth range" );
idCVar r_showSurfaces( "r_showSurfaces", "0", CVAR_RENDERER | CVAR_BOOL, "report surface/light/shadow counts" );
idCVar r_showPrimitives( "r_showPrimitives", "0", CVAR_RENDERER | CVAR_INTEGER, "report drawsurf/index/vertex counts" );
idCVar r_showMultiLight( "r_showMultiLight", "0", CVAR_RENDERER | CVAR_INTEGER, "" );
idCVar r_showEdges( "r_showEdges", "0", CVAR_RENDERER | CVAR_BOOL, "draw the sil edges" );
idCVar r_showTexturePolarity( "r_showTexturePolarity", "0", CVAR_RENDERER | CVAR_BOOL, "shade triangles by texture area polarity" );
idCVar r_showTangentSpace( "r_showTangentSpace", "0", CVAR_RENDERER | CVAR_INTEGER, "shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector", 0, 3, idCmdSystem::ArgCompletion_Integer<0, 3> );
idCVar r_showDominantTri( "r_showDominantTri", "0", CVAR_RENDERER | CVAR_BOOL, "draw lines from vertexes to center of dominant triangles" );
idCVar r_showAlloc( "r_showAlloc", "0", CVAR_RENDERER | CVAR_BOOL, "report alloc/free counts" );
idCVar r_showTextureVectors( "r_showTextureVectors", "0", CVAR_RENDERER | CVAR_FLOAT, " if > 0 draw each triangles texture (tangent) vectors" );
idCVar r_showOverDraw( "r_showOverDraw", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw", 0, 3, idCmdSystem::ArgCompletion_Integer<0, 3> );

idCVar r_lockSurfaces( "r_lockSurfaces", "0", CVAR_RENDERER | CVAR_BOOL, "allow moving the view point without changing the composition of the scene, including culling" );
idCVar r_useEntityCallbacks( "r_useEntityCallbacks", "1", CVAR_RENDERER | CVAR_BOOL, "if 0, issue the callback immediately at update time, rather than defering" );

idCVar r_showSkel( "r_showSkel", "0", CVAR_RENDERER | CVAR_INTEGER, "draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only", 0, 2, idCmdSystem::ArgCompletion_Integer<0, 2> );
idCVar r_jointNameScale( "r_jointNameScale", "0.02", CVAR_RENDERER | CVAR_FLOAT, "size of joint names when r_showskel is set to 1" );
idCVar r_jointNameOffset( "r_jointNameOffset", "0.5", CVAR_RENDERER | CVAR_FLOAT, "offset of joint names when r_showskel is set to 1" );

idCVar r_debugLineDepthTest( "r_debugLineDepthTest", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "perform depth test on debug lines" );
idCVar r_debugLineWidth( "r_debugLineWidth", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "width of debug lines" );
idCVar r_debugArrowStep( "r_debugArrowStep", "120", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "step size of arrow cone line rotation in degrees", 0, 120 );
idCVar r_debugPolygonFilled( "r_debugPolygonFilled", "1", CVAR_RENDERER | CVAR_BOOL, "draw a filled polygon" );

idCVar r_materialOverride( "r_materialOverride", "", CVAR_RENDERER, "overrides all materials", idCmdSystem::ArgCompletion_Decl<DECL_MATERIAL> );

idCVar r_debugRenderToTexture( "r_debugRenderToTexture", "0", CVAR_RENDERER | CVAR_INTEGER, "" );

// greebo: screenshot format CVAR, by default convert the generated TGA to JPG
idCVar r_screenshot_format(	"r_screenshot_format", "jpg",   CVAR_RENDERER | CVAR_ARCHIVE, "Image format used to store ingame screenshots: png/tga/jpg/bmp." );

// rebb: toggle for dedicated ambient light shader use, mainly for performance testing
idCVar r_dedicatedAmbient( "r_dedicatedAmbient", "1", CVAR_RENDERER | CVAR_BOOL, "enable dedicated ambientLight shader" );

// 2016-2018 additions by duzenko
idCVar r_useAnonreclaimer( "r_useAnonreclaimer", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "test anonreclaimer patch" );
//stgatilov: temporary cvar, to be removed when ARB->GLSL migration is complete and settled
idCVar r_glCoreProfile( "r_glCoreProfile", "2", CVAR_RENDERER | CVAR_ARCHIVE,
	"Which profile of OpenGL to use:\n"
	"  0: compatibility profile\n"
	"  1: core profile\n"
	"  2: forward-compatible core profile\n"
	"Note: restarting TDM is required after change!"
);
idCVarBool r_newFrob( "r_newFrob", "0", CVAR_RENDERER | CVAR_ARCHIVE, "1 = use the frob shader instead of material stages" );

// FBO
idCVar r_showFBO( "r_showFBO", "0", CVAR_RENDERER | CVAR_INTEGER, "0-5 individual fbo attachments" );
idCVar r_fboColorBits( "r_fboColorBits", "64", CVAR_RENDERER | CVAR_INTEGER | CVAR_ARCHIVE, "32, 64" );
idCVarBool r_fboSRGB( "r_fboSRGB", "0", CVAR_RENDERER | CVAR_ARCHIVE, "Use framebuffer-level gamma correction" );
idCVar r_fboDepthBits( "r_fboDepthBits", "24", CVAR_RENDERER | CVAR_INTEGER | CVAR_ARCHIVE, "16, 24, 32" );
idCVarInt r_shadowMapSize( "r_shadowMapSize", "1024", CVAR_RENDERER | CVAR_INTEGER | CVAR_ARCHIVE, "Shadow map texture resolution" );

// relocate stgatilov ROQ options
idCVar r_cinematic_legacyRoq( "r_cinematic_legacyRoq", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_ARCHIVE,
                              "Play cinematics with original Doom3 code or with FFmpeg libraries. "
                              "0 - always use FFmpeg libraries, 1 - use original Doom3 code for ROQ and FFmpeg for other videos, 2 - never use FFmpeg" );

namespace {
	std::map<int, int> glDebugMessageIdLastSeenInFrame;
	const int SUPPRESS_FOR_NUM_FRAMES = 300;
}

static void APIENTRY R_OpenGLDebugMessageCallback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam ) {
	if( severity == GL_DEBUG_SEVERITY_NOTIFICATION ) {
		return;
	}

	int msgHash = idStr::Hash( message );
	if( glDebugMessageIdLastSeenInFrame.find( msgHash ) == glDebugMessageIdLastSeenInFrame.end() ||
			tr.frameCount - glDebugMessageIdLastSeenInFrame[msgHash] > SUPPRESS_FOR_NUM_FRAMES ) {
		common->Printf( "GL: %s\n", message );
		glDebugMessageIdLastSeenInFrame[msgHash] = tr.frameCount;
	}
}

/*
==================
R_InitOpenGL

This function is responsible for initializing a valid OpenGL subsystem
for rendering.  This is done by calling the system specific GLimp_Init,
which gives us a working OGL subsystem, then setting all necessary openGL
state, including images, vertex programs, and display lists.

Changes to the vertex cache size or smp state require a vid_restart.

If glConfig.isInitialized is false, no rendering can take place, but
all renderSystem functions will still operate properly, notably the material
and model information functions.
==================
*/
void R_InitOpenGL( void ) {
	GLint			temp;
	glimpParms_t	parms;
	int				i;

	common->Printf( "----- Initializing OpenGL -----\n" );

	if ( glConfig.isInitialized ) {
		common->FatalError( "R_InitOpenGL called while active" );
	}

	// in case we had an error while doing a tiled rendering
	tr.viewportOffset[0] = 0;
	tr.viewportOffset[1] = 0;

	//
	// initialize OS specific portions of the renderSystem
	//
	for ( i = 0 ; i < 2 ; i++ ) {
		// set the parameters we are trying
		if ( r_customWidth.GetInteger() <= 0 || r_customHeight.GetInteger() <= 0 ) {
			bool ok = Sys_GetCurrentMonitorResolution( glConfig.vidWidth, glConfig.vidHeight );
			if (!ok) {
				glConfig.vidWidth = 800;
				glConfig.vidHeight = 600;
			}
			r_customWidth.SetInteger( glConfig.vidWidth );
			r_customHeight.SetInteger( glConfig.vidHeight );
		} else {
			glConfig.vidWidth = r_customWidth.GetInteger();
			glConfig.vidHeight = r_customHeight.GetInteger();
		}

		parms.width = glConfig.vidWidth;
		parms.height = glConfig.vidHeight;
		parms.fullScreen = r_fullscreen.GetBool();
		parms.displayHz = r_displayRefresh.GetInteger();
		parms.stereo = false;
		parms.multiSamples = 0;

		if ( GLimp_Init( parms ) ) {
			// it worked
			break;
		}

		if ( i == 1 ) {
			common->FatalError( "Unable to initialize OpenGL" );
		}

		// if we failed, set everything back to "safe mode" and try again
		r_fullscreen.SetInteger( 1 );
		r_displayRefresh.SetInteger( 0 );
		r_multiSamples.SetInteger( 0 );
	}

	// input and sound systems need to be tied to the new window
	Sys_InitInput();
	Sys_InitPadInput();
	soundSystem->InitHW();

	if ( glConfig.srgb = r_fboSRGB )
		qglEnable( GL_FRAMEBUFFER_SRGB );

	// get our config strings
	glConfig.vendor_string = (const char *)qglGetString(GL_VENDOR);
	glConfig.renderer_string = (const char *)qglGetString(GL_RENDERER);
	glConfig.version_string = (const char *)qglGetString(GL_VERSION);

	if ( strcmp( glConfig.vendor_string, "Intel" ) == 0 ) { 
		glConfig.vendor = glvIntel; 
	}

	if ( strcmp( glConfig.vendor_string, "ATI Technologies Inc." ) == 0 ) { 
		glConfig.vendor = glvAMD; 
	}

	if ( strncmp( glConfig.vendor_string, "NVIDIA", 6 ) == 0 || 
		 strncmp( glConfig.vendor_string, "Nvidia", 6 ) == 0 || 
		 strncmp( glConfig.vendor_string, "nvidia", 6 ) == 0 ) {
		 glConfig.vendor = glvNVIDIA;
	}

	// OpenGL driver constants
	qglGetIntegerv( GL_MAX_TEXTURE_SIZE, &temp );
	glConfig.maxTextureSize = temp;

	// stubbed or broken drivers may have reported 0...
	if ( glConfig.maxTextureSize <= 0 ) {
		glConfig.maxTextureSize = 256;
	}
	glConfig.isInitialized = true;

	common->Printf( "OpenGL vendor: %s\n", glConfig.vendor_string );
	common->Printf( "OpenGL renderer: %s\n", glConfig.renderer_string );
	common->Printf( "OpenGL version: %s %s\n", glConfig.version_string, GLAD_GL_ARB_compatibility ? "compatibility" : "core" );

	// recheck all the extensions
	GLimp_CheckRequiredFeatures();


	if( GLAD_GL_KHR_debug ) {
		qglDebugMessageCallback( R_OpenGLDebugMessageCallback, nullptr );
		if( r_glDebugOutput.GetBool() ) {
			qglEnable( GL_DEBUG_OUTPUT );
		} else {
			qglDisable( GL_DEBUG_OUTPUT );
		}
		if( r_glDebugOutput.GetInteger() == 2) {
			qglEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS );
		} else {
			qglDisable( GL_DEBUG_OUTPUT_SYNCHRONOUS );
		}
	}

	cmdSystem->AddCommand( "reloadGLSLprograms", R_ReloadGLSLPrograms_f, CMD_FL_RENDERER, "reloads GLSL programs" );

	R_ReloadGLSLPrograms_f( idCmdArgs() );

	// allocate the vertex array range or vertex objects
	vertexCache.Init();

	// allocate the frame data, which may be more if smp is enabled
	R_InitFrameData();

	renderBackend->Init();

	// Reset our gamma
	R_SetColorMappings();

#ifdef _WIN32
	static bool glCheck = false;
	if ( !glCheck && win32.osversion.dwMajorVersion >= 6 ) {
		glCheck = true;
		if ( !idStr::Icmp( glConfig.vendor_string, "Microsoft" ) && idStr::FindText( glConfig.renderer_string, "OpenGL-D3D" ) != -1 ) {
			if ( cvarSystem->GetCVarBool( "r_fullscreen" ) ) {
				cmdSystem->BufferCommandText( CMD_EXEC_NOW, "vid_restart partial windowed\n" );
				Sys_GrabMouseCursor( false );
			}
			int ret = MessageBox( NULL, "Please install OpenGL drivers from your graphics hardware vendor to run " GAME_NAME ".\nYour OpenGL functionality is limited.",
										"Insufficient OpenGL capabilities", MB_OKCANCEL | MB_ICONWARNING | MB_TASKMODAL );
			if ( ret == IDCANCEL ) {
				cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "quit\n" );
				cmdSystem->ExecuteCommandBuffer();
			}
			if ( cvarSystem->GetCVarBool( "r_fullscreen" ) ) {
				cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "vid_restart\n" );
			}
		}
	}
#endif
}

/*
==================
GL_CheckErrors
==================
*/
void GL_CheckErrors( void ) {
	if ( r_ignoreGLErrors.GetBool() ) {
		return;
	}
	int		err;
	char	s[64];
	int		i;
	// check for up to 10 errors pending
	for ( i = 0 ; i < 10 ; i++ ) {
		err = qglGetError();
		if ( err == GL_NO_ERROR ) { 
			return; 
		}
		switch ( err ) {
		case GL_INVALID_ENUM:
			strcpy( s, "GL_INVALID_ENUM" );
			break;
		case GL_INVALID_VALUE:
			strcpy( s, "GL_INVALID_VALUE" );
			break;
		case GL_INVALID_OPERATION:
			strcpy( s, "GL_INVALID_OPERATION" );
			break;
		case GL_STACK_OVERFLOW:
			strcpy( s, "GL_STACK_OVERFLOW" );
			break;
		case GL_STACK_UNDERFLOW:
			strcpy( s, "GL_STACK_UNDERFLOW" );
			break;
		case GL_OUT_OF_MEMORY:
			strcpy( s, "GL_OUT_OF_MEMORY" );
			break;
		case GL_INVALID_FRAMEBUFFER_OPERATION:
			strcpy( s, "GL_INVALID_FRAMEBUFFER_OPERATION" );
			break;
		default:
			idStr::snPrintf( s, sizeof( s ), "%i", err );
			break;
		}
		common->Printf( "GL_CheckErrors: %s\n", s );
	}
}

/*
=====================
R_ReloadSurface_f

Reload the material displayed by r_showSurfaceInfo
=====================
*/
static void R_ReloadSurface_f( const idCmdArgs &args ) {
	// Skip if the current render is the lightgem render (default RENDERTOOLS_SKIP_ID)
	if ( tr.primaryView->IsLightGem() )	{
		return;
	}
	modelTrace_t mt;

	// start far enough away that we don't hit the player model
	const idVec3 start = tr.primaryView->renderView.vieworg + tr.primaryView->renderView.viewaxis[0] * 16;
	const idVec3 end = start + tr.primaryView->renderView.viewaxis[0] * 1000.0f;
	if ( !tr.primaryWorld->Trace( mt, start, end, 0.0f, false, true ) ) {
		return;
	}
	common->Printf( "Reloading %s\n", mt.material->GetName() );

	// reload the decl
	mt.material->base->Reload();

	// reload any images used by the decl
	mt.material->ReloadImages( false );
}

/*
=====================
R_OverrideSurfaceMaterial_f

Change the material on surface under cursor (as displayed by r_showSurfaceInfo)
=====================
*/
static void R_OverrideSurfaceMaterial_f( const idCmdArgs &args ) {
	// Skip if the current render is the lightgem render (default RENDERTOOLS_SKIP_ID)
	if ( tr.primaryView->IsLightGem() )	{
		return;
	}

	const char *materialName = args.Argv(1);
	if ( materialName[0] == 0 ) {
		common->Printf( "Write material name as parameter\n" );
		return;
	}
	const idMaterial *material = declManager->FindMaterial( materialName, false );
	if ( !material ) {
		common->Printf( "Could not find material with specified name\n" );
		return;
	}

	// start far enough away that we don't hit the player model
	const idVec3 start = tr.primaryView->renderView.vieworg + tr.primaryView->renderView.viewaxis[0] * 16;
	const idVec3 end = start + tr.primaryView->renderView.viewaxis[0] * 1000.0f;
	modelTrace_t mt;
	if ( !tr.primaryWorld->Trace( mt, start, end, 0.0f, false, true ) ) {
		return;
	}
	common->Printf( "Overriding material %s with %s at surface %s : %d\n", mt.material->GetName(), material->GetName(), mt.model->Name(), mt.surfIdx );

	const modelSurface_t *surf = mt.model->Surface( mt.surfIdx );
	// change the material
	// note: this is very dirty and should never be done in ordinary code!
	// but this is only a debug tool, and I won't regret if it suddenly stops working or breaks something else after usage =)
	const_cast<modelSurface_t*>(surf)->material = material;

	// refresh renderer like in "reloadModels" command
	R_ReCreateWorldReferences();
}

/*
=============
R_TestImage_f

Display the given image centered on the screen.
testimage <number>
testimage <filename>
=============
*/
void R_TestImage_f( const idCmdArgs &args ) {
	int imageNum;

	if ( tr.testVideo ) {
		delete tr.testVideo;
		tr.testVideo = NULL;
	}
	tr.testImage = NULL;

	if ( args.Argc() != 2 ) {
		return;
	}

	if ( idStr::IsNumeric( args.Argv( 1 ) ) ) {
		imageNum = atoi( args.Argv( 1 ) );
		if ( imageNum >= 0 && imageNum < globalImages->images.Num() ) {
			tr.testImage = globalImages->images[imageNum];
		}
	} else {
		tr.testImage = globalImages->ImageFromFile( args.Argv( 1 ), TF_DEFAULT, false, TR_REPEAT, TD_DEFAULT );
	}
}

/*
=============
TestVideoClean
=============
*/
static void TestVideoClean() {
	if ( tr.testVideo ) {
		tr.testVideo->Close();
		tr.testVideo = NULL;
	}
	tr.testImage = NULL;
}

/*
=============
R_TestVideo_f

Plays the cinematic file in a testImage
=============
*/
void R_TestVideo_f( const idCmdArgs &args ) {
	TestVideoClean();
	if ( args.Argc() < 2 ) {
		return;
	}
	//stgatilov #4847: support testing FFmpeg videos with audio stream
	bool withAudio = args.Argc() >= 3 && strcmp( args.Argv( 2 ), "withAudio" ) == 0;

	tr.testImage = globalImages->ImageFromFile( "_scratch", TF_DEFAULT, false, TR_REPEAT, TD_DEFAULT );
	tr.testVideo = idCinematic::Alloc( args.Argv( 1 ) );
	tr.testVideo->InitFromFile( args.Argv( 1 ), false, withAudio );
	tr.testVideoStartTime = tr.primaryRenderView.time * 0.001;

	cinData_t cin;
	cin = tr.testVideo->ImageForTime( 0 );
	if ( !cin.image ) {
		common->Warning( "Failed to get first frame from video file" );
		return TestVideoClean();
	}
	common->Printf( "%i x %i images\n", cin.imageWidth, cin.imageHeight );
	int	len = tr.testVideo->AnimationLength();
	common->Printf( "%5.1f seconds of video\n", len * 0.001 );

	if ( withAudio ) {
		//stgatilov #4847: check that audio stream is peekable
		float buff[4096] = { 0 };
		int cnt = 1024;
		bool ok = tr.testVideo->SoundForTimeInterval( 0, &cnt, 44100, buff );
		if ( !ok ) {
			common->Warning( "Failed to get first few sound samples from video file" );
			return TestVideoClean();
		}
		common->Printf( "Sound stream opened\n" );

		//create implicit sound shader with special name
		char soundName[256];
		idStr::snPrintf( soundName, sizeof( soundName ), "__testvideo:%p__", tr.testVideo );
		session->sw->PlayShaderDirectly( soundName );
	} else {
		// try to play the matching wav file
		idStr	wavString = args.Argv( ( args.Argc() == 2 ) ? 1 : 2 );
		wavString.StripFileExtension();
		wavString = wavString + ".wav";
		session->sw->PlayShaderDirectly( wavString.c_str() );
	}
}

static int R_QsortSurfaceAreas( const void *a, const void *b ) {
	const idMaterial	*ea, *eb;
	int	ac, bc;

	ea = *( idMaterial ** )a;

	if ( !ea->EverReferenced() ) {
		ac = 0;
	} else {
		ac = ea->GetSurfaceArea();
	}
	eb = *( idMaterial ** )b;

	if ( !eb->EverReferenced() ) {
		bc = 0;
	} else {
		bc = eb->GetSurfaceArea();
	}

	if ( ac < bc ) {
		return -1;
	}

	if ( ac > bc ) {
		return 1;
	}
	return idStr::Icmp( ea->GetName(), eb->GetName() );
}


/*
===================
R_ReportSurfaceAreas_f

Prints a list of the materials sorted by surface area
===================
*/
void R_ReportSurfaceAreas_f( const idCmdArgs &args ) {
	int	i, count;
	idMaterial	**list;

	count = declManager->GetNumDecls( DECL_MATERIAL );
	list = ( idMaterial ** )_alloca( count * sizeof( *list ) );

	for ( i = 0 ; i < count ; i++ ) {
		list[i] = ( idMaterial * )declManager->DeclByIndex( DECL_MATERIAL, i, false );
	}
	qsort( list, count, sizeof( list[0] ), R_QsortSurfaceAreas );

	// skip over ones with 0 area
	for ( i = 0 ; i < count ; i++ ) {
		if ( list[i]->GetSurfaceArea() > 0 ) {
			break;
		}
	}

	for ( /**/; i < count ; i++ ) {
		// report size in "editor blocks"
		int	blocks = list[i]->GetSurfaceArea() / 4096.0;
		common->Printf( "%7i %s\n", blocks, list[i]->GetName() );
	}
}

/*
===================
R_ReportImageDuplication_f

Checks for images with the same hash value and does a better comparison
===================
*/
void R_ReportImageDuplication_f( const idCmdArgs &args ) {
	int	count = 0;

	common->Printf( "Images with duplicated contents:\n" );
	if ( !globalImages->image_blockChecksum.GetBool() ) // duzenko #4400
	{ common->Printf( "Warning: image_blockChecksum set to 0, results invalid.\n" ); }

	for ( int i = 0 ; i < globalImages->images.Num() ; i++ ) {
		idImage	*image1 = globalImages->images[i];

		if ( image1->generatorFunction  || // ignore procedural images
		     image1->type != TT_2D		|| // ignore cube maps
		     image1->imageHash == 0		|| // FIXME: This is a hack - Some images are not being hashed - Fonts/gui mainly
		     image1->imageHash == -1	|| // FIXME: This is a hack - Some images are not being hashed - Fonts/gui mainly
		     image1->defaulted ) {
			continue;
		}
		byte *data1;
		int	h1 = 0;
		int w1 = 0;

		R_LoadImageProgram( image1->imgName, &data1, &w1, &h1, NULL );

		if ( !data1 ) { // duzenko #4400
			continue;
		}

		for ( int j = 0 ; j < i ; j++ ) {
			idImage	*image2 = globalImages->images[j];
			if ( image2->generatorFunction  || // ignore procedural images
			     image2->type != TT_2D		|| // ignore cube maps
			     image2->imageHash == 0		|| // FIXME: This is a hack - Some images are not being hashed - Fonts/gui mainly
			     image2->imageHash == -1	|| // FIXME: This is a hack - Some images are not being hashed - Fonts/gui mainly
			     image2->defaulted ) {
				continue;
			} else if ( image1->imageHash    != image2->imageHash    ||
			            image1->uploadWidth  != image2->uploadWidth  ||
			            image1->uploadHeight != image2->uploadHeight ||
			            !idStr::Icmp( image1->imgName, image2->imgName ) ) { // ignore same image-with-different-parms
				continue;
			} else {
				byte *data2;
				int	h2 = 0;
				int w2 = 0;

				R_LoadImageProgram( image2->imgName, &data2, &w2, &h2, NULL );

				if ( !data2 || w1 != w2 || h1 != h2 || memcmp( data1, data2, w1 * h1 * 4 ) ) { // duzenko #4400
					R_StaticFree( data2 );
					continue;
				}
				R_StaticFree( data2 ); // duzenko #4400

				common->Printf( "%s == %s\n", image1->imgName.c_str(), image2->imgName.c_str() );
				session->UpdateScreen( true );
				count++;
				break;
			}
		}
		R_StaticFree( data1 );
	}
	const idStr repcol = ( count < 20 ) ? S_COLOR_GREEN : S_COLOR_RED;

	common->Printf( repcol + "Result : %i collisions out of %i images\n", count, globalImages->images.Num() );
}

/*
==============================================================================

						THROUGHPUT BENCHMARKING

==============================================================================
*/

/*
================
R_RenderingFPS
================
*/
static float R_RenderingFPS( const renderView_t &renderView ) {
	qglFinish();

	int		start = Sys_Milliseconds();
	static const int SAMPLE_MSEC = 1000;
	int		end;
	int		count = 0;

	while ( 1 ) {
		// render
		renderSystem->BeginFrame( glConfig.vidWidth, glConfig.vidHeight );
		tr.primaryWorld->RenderScene( renderView );
		renderSystem->EndFrame( NULL, NULL );
		qglFinish();
		count++;
		end = Sys_Milliseconds();
		if ( end - start > SAMPLE_MSEC ) {
			break;
		}
	}
	float fps = count * 1000.0 / ( end - start );

	return fps;
}

/*
================
R_Benchmark_f
================
*/
void R_Benchmark_f( const idCmdArgs &args ) {
	float	fps, msec;
	renderView_t	view;

	if ( !tr.primaryView ) {
		common->Printf( "No primaryView for benchmarking\n" );
		return;
	}
	view = tr.primaryRenderView;

	for ( int size = 100 ; size >= 10 ; size -= 10 ) {
		r_screenFraction.SetInteger( size );
		fps = R_RenderingFPS( view );
		int	kpix = glConfig.vidWidth * glConfig.vidHeight * ( size * 0.01 ) * ( size * 0.01 ) * 0.001;
		msec = 1000.0 / fps;
		common->Printf( "kpix: %4i  msec:%5.1f fps:%5.1f\n", kpix, msec, fps );
	}

	// enable r_singleTriangle 1 while r_screenFraction is still at 10
	r_singleTriangle.SetBool( 1 );
	fps = R_RenderingFPS( view );
	msec = 1000.0 / fps;
	common->Printf( "single tri  msec:%5.1f fps:%5.1f\n", msec, fps );
	r_singleTriangle.SetBool( 0 );
	r_screenFraction.SetInteger( 100 );

	// enable r_skipRenderContext 1
	r_skipRenderContext.SetBool( true );
	fps = R_RenderingFPS( view );
	msec = 1000.0 / fps;
	common->Printf( "no context  msec:%5.1f fps:%5.1f\n", msec, fps );
	r_skipRenderContext.SetBool( false );
}


/*
==============================================================================

						SCREEN SHOTS

==============================================================================
*/

/*
====================
R_ReadTiledPixels

Allows the rendering of an image larger than the actual window by
tiling it into window-sized chunks and rendering each chunk separately

If ref isn't specified, the full session UpdateScreen will be done.
====================
*/
void R_ReadTiledPixels( int width, int height, byte *buffer, renderView_t *ref = NULL ) {
	// include extra space for OpenGL padding to word boundaries
	byte *temp = ( byte * )R_StaticAlloc( ( glConfig.vidWidth + 3 ) * glConfig.vidHeight * 3 );

	const int oldWidth = glConfig.vidWidth;
	const int oldHeight = glConfig.vidHeight;

	tr.tiledViewport[0] = width;
	tr.tiledViewport[1] = height;

	// disable scissor, so we don't need to adjust all those rects
	r_useScissor.SetBool( false );

	for ( int xo = 0 ; xo < width ; xo += oldWidth ) {
		for ( int yo = 0 ; yo < height ; yo += oldHeight ) {
			tr.viewportOffset[0] = -xo;
			tr.viewportOffset[1] = -yo;
			int w = ( xo + oldWidth > width ) ? ( width - xo ) : oldWidth;
			int h = ( yo + oldHeight > height ) ? ( height - yo ) : oldHeight;

			if ( ref ) {
				tr.BeginFrame( oldWidth, oldHeight );
				tr.primaryWorld->RenderScene( *ref );
				copyRenderCommand_t &cmd = *( copyRenderCommand_t * )R_GetCommandBuffer( sizeof( cmd ) );
				cmd.commandId = RC_COPY_RENDER;
				cmd.buffer = temp;
				cmd.usePBO = false;
				cmd.image = NULL;
				cmd.x = 0;
				cmd.y = 0;
				cmd.imageWidth = oldWidth;
				cmd.imageHeight = oldHeight;
				tr.EndFrame( NULL, NULL );
				tr.BeginFrame( oldWidth, oldHeight );
				tr.EndFrame( NULL, NULL );
			} else {
				session->UpdateScreen( false );
				qglReadBuffer( GL_FRONT );
				qglReadPixels( 0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, temp );
			}
			int	row = ( oldWidth * 3 + 3 ) & ~3;		// OpenGL pads to dword boundaries

			for ( int y = 0 ; y < h ; y++ ) {
				memcpy( buffer + ( ( yo + y )* width + xo ) * 3, temp + y * row, w * 3 );
			}
		}
	}
	r_useScissor.SetBool( true );

	tr.viewportOffset[0] = 0;
	tr.viewportOffset[1] = 0;
	tr.tiledViewport[0] = 0;
	tr.tiledViewport[1] = 0;

	R_StaticFree( temp );

	glConfig.vidWidth = oldWidth;
	glConfig.vidHeight = oldHeight;
}

/*
====================
Screenshot_ChangeFilename
====================
*/
void Screenshot_ChangeFilename( idStr& filename, const char *extension ) {
	idStr mapname( cvarSystem->GetCVarString( "fs_currentfm" ) );
	char thetime[MAX_IMAGE_NAME / 2];

	if ( !mapname || mapname[0] == '\0' ) {
		mapname = "noFm";
	}

	// uhm any particular reason this was encapsulated in brackets ?
	time_t tt;
	time( &tt );
	struct tm * ltime = localtime( &tt );
	strftime( thetime, sizeof( thetime ), "_%Y-%m-%d_%H.%M.%S.", ltime );
	const idStr fileOnly = mapname + thetime + extension;

	filename = "screenshots/";
	filename.AppendPath( fileOnly );
}

/*
==================
TakeScreenshot

Move to tr_imagefiles.c...

Will automatically tile render large screen shots if necessary
Downsample is the number of steps to mipmap the image before saving it
If ref == NULL, session->updateScreen will be used
==================
*/
void idRenderSystemLocal::TakeScreenshot( int width, int height, const char *fileName, int blends, renderView_t *ref, bool envshot ) {
	byte *buffer;
	int	i, j, c, temp;

	takingScreenshot = true;

	int	pix = width * height;

	buffer = ( byte * )R_StaticAlloc( pix * 3 + 18 );
	memset( buffer, 0, 18 );

	if ( blends <= 1 ) {
		R_ReadTiledPixels( width, height, buffer + 18, ref );
	} else {
		unsigned short *shortBuffer = ( unsigned short * )R_StaticAlloc( pix * 2 * 3 );
		memset( shortBuffer, 0, pix * 2 * 3 );

		// enable anti-aliasing jitter
		r_jitter.SetBool( true );

		for ( i = 0 ; i < blends ; i++ ) {
			R_ReadTiledPixels( width, height, buffer + 18, ref );

			for ( j = 0 ; j < pix * 3 ; j++ ) {
				shortBuffer[j] += buffer[18 + j];
			}
		}

		// divide back to bytes
		for ( i = 0 ; i < pix * 3 ; i++ ) {
			buffer[18 + i] = shortBuffer[i] / blends;
		}
		R_StaticFree( shortBuffer );
		r_jitter.SetBool( false );
	}

	// fill in the header (this is vertically flipped, which qglReadPixels emits)
	buffer[2] = 2;		// uncompressed type
	buffer[12] = width & 255;
	buffer[13] = width >> 8;
	buffer[14] = height & 255;
	buffer[15] = height >> 8;
	buffer[16] = 24;	// pixel size

	// swap rgb to bgr
	c = 18 + width * height * 3;
	for ( i = 18 ; i < c ; i += 3 ) {
		temp = buffer[i];
		buffer[i] = buffer[i + 2];
		buffer[i + 2] = temp;
	}

	// greebo: Check if we should save a screen shot format other than TGA
	if ( !envshot && ( idStr::Icmp( r_screenshot_format.GetString(), "tga" ) != 0 ) ) {
		// load screenshot file buffer into image
		Image image;
		image.LoadImageFromMemory( ( const unsigned char * )buffer, ( unsigned int )c, "TDM_screenshot" );

		// find the preferred image format
		idStr extension = r_screenshot_format.GetString( );

		Image::Format format = Image::GetFormatFromString( extension.c_str() );

		if ( format == Image::AUTO_DETECT ) {
			common->Warning( "Unknown screenshot extension %s, falling back to default.", extension.c_str() );

			format = Image::TGA;
			extension = "tga";
		}

		// change extension and index of screenshot file
		idStr changedPath( fileName );
		Screenshot_ChangeFilename( changedPath, extension.c_str() );

		// try to save image in other format
		if ( !image.SaveImageToVfs( changedPath, format ) ) {
			common->Warning( "Could not save screenshot: %s", changedPath.c_str() );
		} else {
			common->Printf( "Wrote %s\n", changedPath.c_str() );
		}
	} else {
		// change extension and index of screenshot file
		idStr changedPath( fileName );

		// if envshot is being used, don't name the image using the map + date convention
		if ( !envshot ) {
			Screenshot_ChangeFilename( changedPath, "tga" );
		}

		// Format is TGA, just save the buffer
		fileSystem->WriteFile( changedPath.c_str(), buffer, c, "fs_savepath", "" );

		common->Printf( "Wrote %s\n", changedPath.c_str() );
	}
	R_StaticFree( buffer );

	takingScreenshot = false;
}

/*
==================
R_BlendedScreenShot

screenshot
screenshot [filename]
screenshot [width] [height]
screenshot [width] [height] [samples]
==================
*/
#define	MAX_BLENDS	256	// to keep the accumulation in shorts
void R_ScreenShot_f( const idCmdArgs &args ) {
	idStr checkname;
	qglFinish();

	static bool stopTimeT = false;
	int width = glConfig.vidWidth;
	int height = glConfig.vidHeight;
	int	blends = 0;

	/* if ( g_stopTime.GetBool() ) {
		stopTimeT = true;
	} else {
		g_stopTime.SetBool( true );
	} */
    
    cv_ai_opt_forceopt.SetBool( true );
    cv_ai_opt_noanims.SetBool( true );
    cv_ai_opt_nothink.SetBool( true );

	switch ( args.Argc() ) {
	case 1:
		width = glConfig.vidWidth;
		height = glConfig.vidHeight;
		blends = 1;
		break;
	case 2:
		width = glConfig.vidWidth;
		height = glConfig.vidHeight;
		blends = 1;
		checkname = args.Argv( 1 );
		break;
	case 3:
		width = atoi( args.Argv( 1 ) );
		height = atoi( args.Argv( 2 ) );
		blends = 1;
		break;
	case 4:
		width = atoi( args.Argv( 1 ) );
		height = atoi( args.Argv( 2 ) );
		blends = atoi( args.Argv( 3 ) );
		if ( blends < 1 ) {
			blends = 1;
		}
		if ( blends > MAX_BLENDS ) {
			blends = MAX_BLENDS;
		}
		break;
	default:
		common->Printf( "usage: screenshot\n       screenshot <filename>\n       screenshot <width> <height>\n       screenshot <width> <height> <blends>\n" );
		return;
	}

	// put the console away
	console->Close();

	tr.TakeScreenshot( width, height, checkname, blends, NULL );

	/* if ( !stopTimeT ) {
		g_stopTime.SetBool( false );
	}
	stopTimeT = false; */
    
    cv_ai_opt_forceopt.SetBool( false );
    cv_ai_opt_nothink.SetBool( false );
    cv_ai_opt_noanims.SetBool( false );

}

/*
===============
R_StencilShot
Save out a screenshot showing the stencil buffer expanded by 16x range
===============
*/
void R_StencilShot( void ) {
	byte		*buffer;

	const int	width = tr.GetScreenWidth();
	const int	height = tr.GetScreenHeight();
	const int	pix = width * height;
	const int	flen = pix * 3 + 18;

	buffer = ( byte * )Mem_Alloc( flen );
	memset( buffer, 0, 18 );

	byte *byteBuffer = ( byte * )Mem_Alloc( pix );

	qglReadPixels( 0, 0, width, height, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, byteBuffer );

	for ( int i = 0 ; i < pix ; i++ ) {
		buffer[18 + i * 3] =
		    buffer[18 + i * 3 + 1] =
		        buffer[18 + i * 3 + 2] = byteBuffer[i];
	}

	// fill in the header (this is vertically flipped, which qglReadPixels emits)
	buffer[ 2] = 2;		// uncompressed type
	buffer[12] = width & 255;
	buffer[13] = width >> 8;
	buffer[14] = height & 255;
	buffer[15] = height >> 8;
	buffer[16] = 24;	// pixel size

	fileSystem->WriteFile( "screenshots/stencilShot.tga", buffer, flen, "fs_savepath", "" );

	Mem_Free( buffer );
	Mem_Free( byteBuffer );
}

// nbohr1more #4041: add envshotGL for cubicLight
/*
==================
R_EnvShotGL_f

envshotGL <basename>

(OpenGL orientation) Saves out env/<basename>_ft.tga, etc
==================
*/
const static char *GLcubeExtensions[6] = { "_px.tga", "_nx.tga", "_py.tga", "_ny.tga", "_pz.tga", "_nz.tga" };

void R_EnvShotGL_f( const idCmdArgs &args ) {
	idStr		fullname;
	const char	*baseName;
	idMat3		axis[6];
	renderView_t	ref;
	viewDef_t	primary;
	int			blends, size;

	if ( !tr.primaryView ) {
		common->Printf( "No primary view.\n" );
		return;
	} else if ( args.Argc() != 2 && args.Argc() != 3 && args.Argc() != 4 ) {
		common->Printf( "USAGE: envshotGL <basename> [size] [blends]\n" );
		return;
	}
	primary = *tr.primaryView;
	baseName = args.Argv( 1 );
	blends = 1;

	if ( args.Argc() == 4 ) {
		size = atoi( args.Argv( 2 ) );
		blends = atoi( args.Argv( 3 ) );
	} else if ( args.Argc() == 3 ) {
		size = atoi( args.Argv( 2 ) );
		blends = 1;
	} else {
		size = 256;
		blends = 1;
	}
	memset( &axis, 0, sizeof( axis ) );
	axis[0][0][0] = 1;
	axis[0][1][2] = 1;
	axis[0][2][1] = 1;

	axis[1][0][0] = -1;
	axis[1][1][2] = -1;
	axis[1][2][1] = 1;

	axis[2][0][1] = 1;
	axis[2][1][0] = -1;
	axis[2][2][2] = -1;

	axis[3][0][1] = -1;
	axis[3][1][0] = -1;
	axis[3][2][2] = 1;

	axis[4][0][2] = 1;
	axis[4][1][0] = -1;
	axis[4][2][1] = 1;

	axis[5][0][2] = -1;
	axis[5][1][0] = 1;
	axis[5][2][1] = 1;

	for ( int i = 0 ; i < 6 ; i++ ) {
		ref = primary.renderView;
		ref.x = ref.y = 0;
		ref.fov_x = ref.fov_y = 90;
		ref.width = SCREEN_WIDTH;// glConfig.vidWidth;
		ref.height = SCREEN_HEIGHT; //glConfig.vidHeight;
		ref.viewaxis = axis[i];
		sprintf( fullname, "env/%s%s", baseName, GLcubeExtensions[i] );
		tr.TakeScreenshot( size, size, fullname, blends, &ref, true );
	}
	common->Printf( "Wrote %s, etc\n", fullname.c_str() );
}

//============================================================================

/*
==================
R_EnvShot_f

envshot <basename>

Saves out env/<basename>_ft.tga, etc
==================
*/
const static char *cubeExtensions[6] = { "_forward.tga", "_left.tga", "_right.tga", "_back.tga", "_down.tga", "_up.tga" }; // names changed for TDM in #4041

void R_EnvShot_f( const idCmdArgs &args ) {
	idStr fullname;
	const char *baseName;
	idMat3 axis[6];
	renderView_t ref;
	viewDef_t primary;
	int	blends, size;
	bool playerView = false;

	if ( !tr.primaryView ) {
		common->Printf( "No primary view.\n" );
		return;
	} else if ( args.Argc() != 2 && args.Argc() != 3 && args.Argc() != 4 ) {
		common->Printf( "USAGE: envshot <basename> [size] [blends|playerView]\n" );
		return;
	}
	primary = *tr.primaryView;
	baseName = args.Argv( 1 );

	blends = 1;
	if ( args.Argc() == 4 ) {
		size = atoi( args.Argv( 2 ) );
		if( !idStr::Icmp(args.Argv( 3 ), "playerView") )
			playerView = true;
		else
			blends = atoi( args.Argv( 3 ) );
	} else if ( args.Argc() == 3 ) {
		size = atoi( args.Argv( 2 ) );
		blends = 1;
	} else {
		size = 256;
		blends = 1;
	}
	memset( &axis, 0, sizeof( axis ) );

	// SteveL #4041: these axes were wrong, causing some of the images to be flipped and rotated.
	// forward = east (positive x-axis in DR)
	axis[0][0][0] = 1;
	axis[0][1][1] = 1;
	axis[0][2][2] = 1;
	// left = north
	axis[1][0][1] = 1;
	axis[1][1][0] = -1;
	axis[1][2][2] = 1;
	// right = south
	axis[2][0][1] = -1;
	axis[2][1][0] = 1;
	axis[2][2][2] = 1;
	// back = west
	axis[3][0][0] = -1;
	axis[3][1][1] = -1;
	axis[3][2][2] = 1;
	// down, while facing forward
	axis[4][0][2] = -1;
	axis[4][1][1] = 1;
	axis[4][2][0] = 1;
	// up, while facing forward
	axis[5][0][2] = 1;
	axis[5][1][1] = 1;
	axis[5][2][0] = -1;

	for ( int i = 0 ; i < 6 ; i++ ) {
		ref = primary.renderView;
		ref.x = ref.y = 0;
		ref.fov_x = ref.fov_y = 90;
		ref.width = SCREEN_WIDTH;// glConfig.vidWidth;
		ref.height = SCREEN_HEIGHT;// glConfig.vidHeight;
		ref.viewaxis = axis[i];
		if ( playerView ) {
			ref.viewaxis = /*axis[1] **/ ref.viewaxis * gameLocal.GetLocalPlayer()->renderView->viewaxis;
		}
		sprintf( fullname, "env/%s%s", baseName, cubeExtensions[i] );
		tr.TakeScreenshot( size, size, fullname, blends, &ref, true );
	}
	common->Printf( "Wrote %s, etc\n", fullname.c_str() );
}

//============================================================================


/*
==================
R_MakeAmbientMap_f

R_MakeAmbientMap_f <basename> [size]

Saves out env/<basename>_amb_ft.tga, etc
==================
*/
void R_MakeAmbientMap_f( const idCmdArgs &args ) {
	MakeAmbientMapParam param;
	idStr		fullname;
	const char	*baseName;

	if ( args.Argc() < 2 || args.Argc() > 6 ) {
		common->Printf( "USAGE: MakeAmbientMap <basename> [size [sample_count [crutch_up [specular?]]]]\n" );
		return;
	}
	baseName = args.Argv( 1 );

	byte* facepalm[6];
	param.buffers = facepalm;

	param.outSize = 32;
	if ( args.Argc() > 2 ) {
		param.outSize = atoi( args.Argv( 2 ) );
	}
	param.samples = 1000;
	if ( args.Argc() > 3 ) {
		param.samples = atoi( args.Argv( 3 ) );
	}
	param.crutchUp = 1;
	if ( args.Argc() > 4 ) {
		param.crutchUp = atoi( args.Argv( 4 ) );
	}
	int	specular = 1;
	if ( args.Argc() > 5 ) {
		specular = atoi( args.Argv( 5 ) );
	}

	// read all of the images
	for ( int i = 0 ; i < 6 ; i++ ) {
		sprintf( fullname, "env/%s%s", baseName, cubeExtensions[i] );
		common->Printf( "loading %s\n", fullname.c_str() );
		session->UpdateScreen();
		R_LoadImage( fullname, &param.buffers[i], &param.size, &param.size, NULL, true );
		if ( !param.buffers[i] ) {
			common->Printf( "failed.\n" );
			for ( i-- ; i >= 0 ; i-- ) {
				Mem_Free( param.buffers[i] );
			}
			return;
		}
	}
	param.outBuffer = ( byte* )R_StaticAlloc( 4 * param.outSize * param.outSize );

	for ( param.specular = false;; ) {
		common->Printf( !param.specular ? "Ambient (1/2)\n" : "Specular (2/2)\n" );
		session->UpdateScreen();

		for ( param.side = 0; param.side < 6; param.side++ ) {
			sprintf( fullname, param.specular ? "env/%s_spec%s" : "env/%s_amb%s", baseName, cubeExtensions[param.side] );
			common->Printf( "%d/6: %s\n", param.side + 1, fullname.c_str() );
			session->UpdateScreen();

			// resample with hemispherical blending
			R_MakeAmbientMap( param );

			common->Printf( "Writing out...\n" );
			session->UpdateScreen();
			R_WriteTGA( fullname, param.outBuffer, param.outSize, param.outSize );
		}

		if ( !param.specular && specular ) { // TODO move to the loop operator above
			param.specular = true;
		} else {
			break;
		}
	}
	R_StaticFree( param.outBuffer );

	for ( int f = 0 ; f < 6 ; f++ ) {
		if ( param.buffers[f] ) {
			Mem_Free( param.buffers[f] );
		}
	}
	session->UpdateScreen();
}

//============================================================================

/*
===============
R_SetColorMappings
===============
*/
void R_SetColorMappings( void ) {
	//stgatilov: brightness and gamma adjustments are done in final shader pass
	return;
#if 0
	int		j;
	float	g, b;
	int		inf;

	b = r_brightness.GetFloat();
	g = r_gamma.GetFloat();

	for ( int i = 0; i < 256; i++ ) {
		j = i * b;

		if ( j > 255 ) {
			j = 255;
		}

		if ( g == 1 ) {
			inf = ( j << 8 ) | j;
		} else {
			inf = 0xffff * pow( j / 255.0f, 1.0f / g ) + 0.5f;
		}

		if ( inf < 0 ) {
			inf = 0;
		}

		if ( inf > 0xffff ) {
			inf = 0xffff;
		}
		tr.gammaTable[i] = inf;
	}
	GLimp_SetGamma( tr.gammaTable, tr.gammaTable, tr.gammaTable );
#endif
}


/*
================
GfxInfo_f
================
*/
static void GfxInfo_f( const idCmdArgs &args ) {
	const char *fsstrings[] = {
		"windowed",
		"fullscreen",
		"borderless"
	};

	common->Printf( "\nGL_VENDOR: %s\n", glConfig.vendor_string );
	common->Printf( "GL_RENDERER: %s\n", glConfig.renderer_string );
	common->Printf( "GL_VERSION: %s\n", glConfig.version_string );

	//common->Printf( "GL_EXTENSIONS: %s\n", glConfig.extensions_string );
	common->Printf( "GL_EXTENSIONS: " );
	GLint n = 0;
	qglGetIntegerv( GL_NUM_EXTENSIONS, &n );
	for ( GLint i = 0; i < n; i++ ) {
		const char* extension =
			(const char*)qglGetStringi( GL_EXTENSIONS, i );
		common->Printf( "%s ", extension );
	}
	common->Printf( "\n" );

	if ( glConfig.wgl_extensions_string ) {
		common->Printf( "WGL_EXTENSIONS: %s\n", glConfig.wgl_extensions_string );
	}
	common->Printf( "GL_MAX_TEXTURE_SIZE: %d\n", glConfig.maxTextureSize );
	common->Printf( "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: %d\n", glConfig.maxTextures );
	//common->Printf( "\nPIXELFORMAT: color(%d-bits) Z(%d-bit) stencil(%d-bits)\n", glConfig.colorBits, glConfig.depthBits, glConfig.stencilBits );
	common->Printf( "MODE: %d x %d %s hz:", glConfig.vidWidth, glConfig.vidHeight, fsstrings[r_fullscreen.GetInteger()] );

	if ( glConfig.displayFrequency ) {
		common->Printf( "%d\n", glConfig.displayFrequency );
	} else {
		common->Printf( "N/A\n" );
	}
	common->Printf( "CPU: %s\n", Sys_GetProcessorString() );

	//=============================

	if ( r_finish.GetBool() ) {
		common->Printf( "Forcing glFinish\n" );
	} else {
		common->Printf( "glFinish not forced\n" );
	}

#ifdef _WIN32
	if ( r_swapInterval && qwglSwapIntervalEXT ) {
		common->Printf( "swapInterval forced (%i)\n", r_swapInterval );
	} else {
		common->Printf( "swapInterval not forced\n" );
	}
#endif
}

void R_PurgeImages_f( const idCmdArgs& args ) {
	globalImages->PurgeAllImages();
}

/*
=================
R_VidRestart_f
=================
*/
void R_VidRestart_f( const idCmdArgs &args ) {

	// if OpenGL isn't started, do nothing
	if ( !glConfig.isInitialized ) {
		return;
	}
	bool full = true;
	bool forceWindow = false;

	for ( int i = 1 ; i < args.Argc() ; i++ ) {
		if ( idStr::Icmp( args.Argv( i ), "partial" ) == 0 ) {
			full = false;
			continue;
		}
		if ( idStr::Icmp( args.Argv( i ), "windowed" ) == 0 ) {
			forceWindow = true;
			continue;
		}
	}

	// this could take a while, so give them the cursor back ASAP
	Sys_GrabMouseCursor( false );

	// dump ambient caches
	renderModelManager->FreeModelVertexCaches();

	// free any current world interaction surfaces and vertex caches
	R_FreeDerivedData();

	// make sure the defered frees are actually freed
	R_ToggleSmpFrame();
	R_ToggleSmpFrame();

	// free the vertex caches so they will be regenerated again
	vertexCache.PurgeAll();

	// sound and input are tied to the window we are about to destroy
	if ( full ) {
		// free all of our texture numbers
		soundSystem->ShutdownHW();
		Sys_ShutdownInput();
		frameBuffers->PurgeAll();
		globalImages->PurgeAllImages();
		// free the context and close the window
		session->TerminateFrontendThread();
		vertexCache.Shutdown();
		renderBackend->Shutdown();
		GLimp_Shutdown();
		glConfig.isInitialized = false;

		// create the new context and vertex cache
		int latch = cvarSystem->GetCVarInteger( "r_fullscreen" );
		if ( forceWindow ) {
			cvarSystem->SetCVarInteger( "r_fullscreen", 0 );
		}
		R_InitOpenGL();
		cvarSystem->SetCVarInteger( "r_fullscreen", latch );

		// regenerate all images
		globalImages->ReloadAllImages();
		session->StartFrontendThread();
	} else {
		glimpParms_t	parms;
		parms.width = glConfig.vidWidth = r_customWidth.GetInteger();
		parms.height = glConfig.vidHeight = r_customHeight.GetInteger();
		parms.fullScreen = ( forceWindow ) ? false : r_fullscreen.GetBool();
		parms.displayHz = r_displayRefresh.GetInteger();
		parms.multiSamples = 0;
		parms.stereo = false;
		GLimp_SetScreenParms( parms );
	}

	// make sure the regeneration doesn't use anything no longer valid
	tr.viewCount++;
	tr.viewDef = NULL;

	// regenerate all necessary interactions
	R_RegenerateWorld_f( idCmdArgs() );

	// check for problems
	// use the builtin function instead revelator.
	GL_CheckErrors();

	// start sound playing again
	soundSystem->SetMute( false );

	if ( game != NULL ) {
		game->OnVidRestart();
	}
}


/*
=================
R_InitMaterials
=================
*/
void R_InitMaterials( void ) {
	tr.defaultMaterial = declManager->FindMaterial( "_default", false );
	if ( !tr.defaultMaterial ) {
		common->FatalError( "_default material not found" );
	}
	declManager->FindMaterial( "_default", false );

	tr.defaultShaderPoint = declManager->FindMaterial( "lights/defaultPointLight" );
	tr.defaultShaderProj  = declManager->FindMaterial( "lights/defaultProjectedLight" );
}


/*
=================
R_SizeUp_f

Keybinding command
=================
*/
static void R_SizeUp_f( const idCmdArgs &args ) {
	if ( r_screenFraction.GetInteger() + 10 > 100 ) {
		r_screenFraction.SetInteger( 100 );
	} else {
		r_screenFraction.SetInteger( r_screenFraction.GetInteger() + 10 );
	}
}


/*
=================
R_SizeDown_f

Keybinding command
=================
*/
static void R_SizeDown_f( const idCmdArgs &args ) {
	if ( r_screenFraction.GetInteger() - 10 < 10 ) {
		r_screenFraction.SetInteger( 10 );
	} else {
		r_screenFraction.SetInteger( r_screenFraction.GetInteger() - 10 );
	}
}

/*
===============
TouchGui_f

  this is called from the main thread
===============
*/
void R_TouchGui_f( const idCmdArgs &args ) {
	const char	*gui = args.Argv( 1 );

	if ( !gui[0] ) {
		common->Printf( "USAGE: touchGui <guiName>\n" );
		return;
	}
	common->Printf( "touchGui %s\n", gui );
	session->UpdateScreen();
	uiManager->Touch( gui );
}

/*
=================
R_InitCvars
=================
*/
void R_InitCvars( void ) {
	// update latched cvars here

}

/*
=================
R_InitCommands
=================
*/
void R_InitCommands( void ) {
	cmdSystem->AddCommand( "MakeMegaTexture", idMegaTexture::MakeMegaTexture_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "processes giant images" );
	cmdSystem->AddCommand( "sizeUp", R_SizeUp_f, CMD_FL_RENDERER, "makes the rendered view larger" );
	cmdSystem->AddCommand( "sizeDown", R_SizeDown_f, CMD_FL_RENDERER, "makes the rendered view smaller" );
	cmdSystem->AddCommand( "reloadGuis", R_ReloadGuis_f, CMD_FL_RENDERER, "reloads guis" );
	cmdSystem->AddCommand( "listGuis", R_ListGuis_f, CMD_FL_RENDERER, "lists guis" );
	cmdSystem->AddCommand( "touchGui", R_TouchGui_f, CMD_FL_RENDERER, "touches a gui" );
	cmdSystem->AddCommand( "screenshot", R_ScreenShot_f, CMD_FL_RENDERER, "takes a screenshot" );
	cmdSystem->AddCommand( "envshot", R_EnvShot_f, CMD_FL_RENDERER, "takes an environment shot" );
	cmdSystem->AddCommand( "envshotGL", R_EnvShotGL_f, CMD_FL_RENDERER, "takes an environment shot in opengl orientation" ); // nbohr1more #4041: add envshotGL for cubicLight
	cmdSystem->AddCommand( "makeAmbientMap", R_MakeAmbientMap_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "makes an ambient map" );
	cmdSystem->AddCommand( "benchmark", R_Benchmark_f, CMD_FL_RENDERER, "benchmark" );
	cmdSystem->AddCommand( "gfxInfo", GfxInfo_f, CMD_FL_RENDERER, "show graphics info" );
	cmdSystem->AddCommand( "modulateLights", R_ModulateLights_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "modifies shader parms on all lights" );
	cmdSystem->AddCommand( "testImage", R_TestImage_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "displays the given image centered on screen", idCmdSystem::ArgCompletion_ImageName );
	cmdSystem->AddCommand( "testVideo", R_TestVideo_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "displays the given cinematic", idCmdSystem::ArgCompletion_VideoName );
	cmdSystem->AddCommand( "reportSurfaceAreas", R_ReportSurfaceAreas_f, CMD_FL_RENDERER, "lists all used materials sorted by surface area" );
	cmdSystem->AddCommand( "reportImageDuplication", R_ReportImageDuplication_f, CMD_FL_RENDERER, "checks all referenced images for duplications" );
	cmdSystem->AddCommand( "regenerateWorld", R_RegenerateWorld_f, CMD_FL_RENDERER, "regenerates all interactions" );
	cmdSystem->AddCommand( "showInteractionMemory", R_ShowInteractionMemory_f, CMD_FL_RENDERER, "shows memory used by interactions" );
	cmdSystem->AddCommand( "showTriSurfMemory", R_ShowTriSurfMemory_f, CMD_FL_RENDERER, "shows memory used by triangle surfaces" );
	cmdSystem->AddCommand( "vid_restart", R_VidRestart_f, CMD_FL_RENDERER, "restarts renderSystem" );
	cmdSystem->AddCommand( "listRenderEntityDefs", R_ListRenderEntityDefs_f, CMD_FL_RENDERER, "lists the entity defs" );
	cmdSystem->AddCommand( "listRenderLightDefs", R_ListRenderLightDefs_f, CMD_FL_RENDERER, "lists the light defs" );
	cmdSystem->AddCommand( "reloadSurface", R_ReloadSurface_f, CMD_FL_RENDERER, "reloads the decl and images for selected surface" );
	cmdSystem->AddCommand( "overrideSurfaceMaterial", R_OverrideSurfaceMaterial_f, CMD_FL_RENDERER, "changes the material of the surface currently under cursor", idCmdSystem::ArgCompletion_Decl<DECL_MATERIAL> );
	cmdSystem->AddCommand( "purgeImages", R_PurgeImages_f, CMD_FL_RENDERER, "deletes all currently loaded images" );
}

/*
===============
idRenderSystemLocal::Clear
===============
*/
void idRenderSystemLocal::Clear( void ) {
	registered = false;
	frameCount = 0;
	viewCount = 0;
	staticAllocCount = 0;
	frameShaderTime = 0.0f;
	viewportOffset[0] = 0;
	viewportOffset[1] = 0;
	tiledViewport[0] = 0;
	tiledViewport[1] = 0;
	ambientLightVector.Zero();
	sortOffset = 0;
	worlds.Clear();
	primaryWorld = NULL;
	memset( &primaryRenderView, 0, sizeof( primaryRenderView ) );
	primaryView = NULL;
	defaultMaterial = NULL;
	testImage = NULL;
	ambientCubeImage = NULL;
	viewDef = NULL;
	memset( &pc, 0, sizeof( pc ) );
	memset( &lockSurfacesCmd, 0, sizeof( lockSurfacesCmd ) );
	memset( &identitySpace, 0, sizeof( identitySpace ) );
	logFile = NULL;
	memset( renderCrops, 0, sizeof( renderCrops ) );
	currentRenderCrop = 0;
	guiRecursionLevel = 0;
	guiModel = NULL;
	demoGuiModel = NULL;
	memset( gammaTable, 0, sizeof( gammaTable ) );
	takingScreenshot = false;
	frontEndJobList = NULL;
}

/*
===============
idRenderSystemLocal::Init
===============
*/
void idRenderSystemLocal::Init( void ) {
	r_swapInterval.SetModified();

	// clear all our internal state
	viewCount = 1;		// so cleared structures never match viewCount
						// we used to memset tr, but now that it is a class, we can't, so
						// there may be other state we need to reset

	ambientLightVector[0] = 0.5f;
	ambientLightVector[1] = 0.5f - 0.385f;
	ambientLightVector[2] = 0.8925f;
	ambientLightVector[3] = 1.0f;

	memset( &backEnd, 0, sizeof( backEnd ) );

	R_InitCvars();

	R_InitCommands();

	guiModel = new idGuiModel;
	guiModel->Clear();

	demoGuiModel = new idGuiModel;
	demoGuiModel->Clear();

	R_InitTriSurfData();

	globalImages->Init();
	frameBuffers->Init();
	programManager->Init();

	idCinematic::InitCinematic( );

	// build brightness translation tables
	R_SetColorMappings();

	R_InitMaterials();

	renderModelManager->Init();

	// set the identity space
	identitySpace.modelMatrix[0 * 4 + 0] = 1.0f;
	identitySpace.modelMatrix[1 * 4 + 1] = 1.0f;
	identitySpace.modelMatrix[2 * 4 + 2] = 1.0f;

	frontEndJobList = parallelJobManager->AllocJobList( JOBLIST_RENDERER_FRONTEND, JOBLIST_PRIORITY_MEDIUM, 8192, 0, NULL );
}

/*
===============
idRenderSystemLocal::Shutdown
===============
*/
void idRenderSystemLocal::Shutdown( void ) {
	common->Printf( "idRenderSystem::Shutdown()\n" );
	R_DoneFreeType( );

	ambientOcclusion->Shutdown();
	bloom->Shutdown();

	if ( glConfig.isInitialized ) {
		globalImages->PurgeAllImages();
	}
	renderModelManager->Shutdown();

	idCinematic::ShutdownCinematic( );

	frameBuffers->Shutdown();
	globalImages->Shutdown();
	programManager->Shutdown();

	// close the r_logFile
	if ( logFile ) {
		fprintf( logFile, "*** CLOSING LOG ***\n" );
		fclose( logFile );
		logFile = 0;
	}

	// free frame memory
	R_ShutdownFrameData();

	// free the vertex cache, which should have nothing allocated now
	vertexCache.Shutdown();

	R_ShutdownTriSurfData();

	RB_ShutdownDebugTools();

	delete guiModel;
	delete demoGuiModel;

	parallelJobManager->FreeJobList( frontEndJobList );

	Clear();

	ShutdownOpenGL();
}

/*
========================
idRenderSystemLocal::BeginLevelLoad
========================
*/
void idRenderSystemLocal::BeginLevelLoad( void ) {
	renderModelManager->BeginLevelLoad();
	globalImages->BeginLevelLoad();
}

/*
========================
idRenderSystemLocal::EndLevelLoad
========================
*/
void idRenderSystemLocal::EndLevelLoad( void ) {
	renderModelManager->EndLevelLoad();
	globalImages->EndLevelLoad();
	if ( r_forceLoadImages.GetBool() ) {
		RB_ShowImages();
	}
	common->Printf( "----------------------------------------\n" );
}

/*
========================
idRenderSystemLocal::InitOpenGL
========================
*/
void idRenderSystemLocal::InitOpenGL( void ) {
	// if OpenGL isn't started, start it now
	if ( !glConfig.isInitialized ) {
		R_InitOpenGL();
		globalImages->ReloadAllImages();
		GL_CheckErrors(); // use the existing internal function instead: revelator.
	}
}

/*
========================
idRenderSystemLocal::ShutdownOpenGL
========================
*/
void idRenderSystemLocal::ShutdownOpenGL( void ) {
	// free the context and close the window
	R_ShutdownFrameData();
	GLimp_Shutdown();
	glConfig.isInitialized = false;
}

/*
========================
idRenderSystemLocal::IsOpenGLRunning
========================
*/
bool idRenderSystemLocal::IsOpenGLRunning( void ) const {
	if ( !glConfig.isInitialized ) {
		return false;
	}
	return true;
}

/*
========================
idRenderSystemLocal::IsFullScreen
========================
*/
bool idRenderSystemLocal::IsFullScreen( void ) const {
	return glConfig.isFullscreen;
}

/*
========================
idRenderSystemLocal::GetScreenWidth
========================
*/
int idRenderSystemLocal::GetScreenWidth( void ) const {
	return glConfig.vidWidth;
}

/*
========================
idRenderSystemLocal::GetScreenHeight
========================
*/
int idRenderSystemLocal::GetScreenHeight( void ) const {
	return glConfig.vidHeight;
}
RenderSystem_init.cpp (74,110 bytes)   
cabalistic

cabalistic

26.01.2021 06:05

developer   ~0013541

stgatilov is right, though. If jittered screenshots produce a visual quality that we cannot currently reproduce with actual realtime settings, then those screenshots are a lie. So please don't use such shots to promote TDM. It'd be dishonest, and the game community rightly criticizes game companies for pulling that kind of stunt :)
nbohr1more

nbohr1more

26.01.2021 14:55

developer   ~0013547

I agree that it is probably a little misleading.

On the other hand, you have things like:

https://www.deadendthrills.com/

where a "screenshot artist" uses advanced settings and even external mod tools to take the extremely enhanced screenshots.

Should we cater to these folks? Probably not, but it's food for thought.
AluminumHaste

AluminumHaste

26.01.2021 16:18

developer   ~0013548

Ansel
Judith

Judith

26.01.2021 20:07

reporter   ~0013549

I'm not sure it's a good idea to remove features that were here for such a long time, just because of your convictions. You might as well think that taking large resolution screenshots and then scaling them down and sharpening is cheating too.

Instead, it would be better to have skybox visible during stopTime command, because FM authors might want to take a screenshot of e.g. fighting AI, to freeze them in cool motion and use such shot for mission intro movie stills.
AluminumHaste

AluminumHaste

28.01.2021 20:19

developer   ~0013558

Last edited: 28.01.2021 20:21

Was testing this on older versions and 2.04 the jitter command works.

EDIT: And works in 2.05.

I wonder when it broke. When was FBO introduced?
nbohr1more

nbohr1more

28.01.2021 20:34

developer   ~0013559

FBO was introduced in 2.06
FBO became mandatory in 2.07
AluminumHaste

AluminumHaste

29.01.2021 00:25

developer   ~0013560

Yeah it's broken in 2.07, I don't have 2.06 installed, I think I'll try that tomorrow.
AluminumHaste

AluminumHaste

30.01.2021 13:10

developer   ~0013582

It works in 2.06 also, even with g_stopTime set to 1.
nbohr1more

nbohr1more

31.01.2021 05:29

developer   ~0013587

On tinkering further, if I allow g_timeModifier to have a 0 value I get a stable frozen game but noclip does not move the camera.
That might be enough for the screenshot feature but obviously limits shot setup because you can't fly around a frozen screen.
Judith

Judith

31.01.2021 15:30

reporter   ~0013588

Nope, that that would not be of much use, and it will change the current behavior. You want to freeze the game and then be able to adjust the framing by walking or flying/noclipping.
AluminumHaste

AluminumHaste

31.01.2021 20:43

developer   ~0013594

But it would work during the screenshot command though.
You can insert in the screenshot code like g_stopTime is called.
nbohr1more

nbohr1more

01.02.2021 05:34

developer   ~0013596

OK so I went down the path of trying to figure out what broke when by trying old TDM builds.

What I found pretty much invalidates half this investigation as a "new" bug.

TDM versions as old as 1.07 will render a flashing or black portalsky when g_stopTime is enabled.
There are missions such as "Special Delivery" that use a standard skybox and g_stopTime does not affect the skybox.

So the only new issue here is that the blended screenshot invokes g_stopTime as of 2.07 because the frames are now
asynchronous to the game timing to the point that moving AI become blurry during this effect.

While I agree that it would be great if g_stopTime didn't affect portalsky, thus far I haven't found a good solution.

I have the ingredients for a few Rube Goldberg style workarounds though.

I also have a few hunches about how to stop those particles from moving.
Judith

Judith

01.02.2021 10:23

reporter   ~0013597

What do you mean by "a standard skybox"? I though placing a skybox info camera and using skyportal material in your level *is* the standard method.
nbohr1more

nbohr1more

01.02.2021 12:22

developer   ~0013598

Doom 3 never shipped with a proper portalsky. It was added as a mod by the doom3world community.
Doom 3's sky was pretty dumb (large textured semi-sphere) which is what motivated the mod community to do this.
Incidentally, that is probably why ATI \ AMD drivers constantly broke skybox rendering in Doom 3 mods. They were trying
to optimize for the Doom 3 "standard" method.

Since it the portalsky "mod" was implemented on the game side before Doom 3 went GPL this render failure when game time
stops is probably an artifact of where it comes from. I would have guessed that when portsky was given it's own subview
in the render backend we would have alleviated any of these issues but much of the portalsky code still resides in PlayerView.cpp
and it somehow still lives and dies according to game time.
nbohr1more

nbohr1more

01.02.2021 13:52

developer   ~0013600

Rev 9098

Make either IsPortalskyActive or g_stopTime decide whether to render portalsky
Judith

Judith

01.02.2021 15:45

reporter   ~0013602

I checked Special Delivery, it uses a simple cubemap material instead of a skybox. Developing that was a good idea indeed, other engines offered that as well at the time. Although I wouldn't call adding giant hemispheres dumb. That's where the next gen engines (UE3) ultimately went, ditching the skybox feature entirely, making both playable area and distant art one space.
AluminumHaste

AluminumHaste

05.02.2021 14:39

developer   ~0013651

Yes, it works!

Issue History

Date Modified Username Field Change
19.01.2021 14:35 AluminumHaste New Issue
19.01.2021 14:35 AluminumHaste File Added: blacksky.png
19.01.2021 14:35 AluminumHaste File Added: blacksky_normalsky.png
19.01.2021 17:25 Judith Note Added: 0013482
23.01.2021 23:32 nbohr1more Note Added: 0013499
23.01.2021 23:33 nbohr1more Note Edited: 0013499
25.01.2021 05:41 nbohr1more Note Added: 0013508
25.01.2021 06:12 stgatilov Note Added: 0013510
25.01.2021 13:05 AluminumHaste Note Added: 0013512
25.01.2021 13:23 stgatilov Note Added: 0013513
25.01.2021 13:23 stgatilov Note Edited: 0013513
25.01.2021 13:26 AluminumHaste File Deleted: bakery_jitter32.png
25.01.2021 13:26 AluminumHaste File Deleted: bakery_AA32.png
25.01.2021 13:27 AluminumHaste Note Added: 0013515
25.01.2021 13:27 AluminumHaste File Added: bakery_AA32.png
25.01.2021 13:27 AluminumHaste File Added: bakery_jitter32.png
25.01.2021 13:28 AluminumHaste Note Edited: 0013515
25.01.2021 13:32 nbohr1more Note Added: 0013516
25.01.2021 13:34 AluminumHaste File Deleted: bakery_fbo5.png
25.01.2021 13:35 AluminumHaste Note Added: 0013518
25.01.2021 13:35 AluminumHaste File Added: bakery_fbo5.png
25.01.2021 13:42 AluminumHaste Note Added: 0013519
25.01.2021 13:42 AluminumHaste File Added: bakery_fbo2_AA32.png
25.01.2021 13:47 AluminumHaste File Deleted: bakery_fbo2_AA32_jitter32.png
25.01.2021 13:47 AluminumHaste Note Added: 0013521
25.01.2021 13:47 AluminumHaste File Added: bakery_fbo2_AA32_jitter32.png
25.01.2021 13:47 stgatilov Note Added: 0013522
25.01.2021 13:51 duzenko Note Added: 0013523
25.01.2021 14:06 nbohr1more Note Added: 0013524
25.01.2021 14:11 AluminumHaste Note Added: 0013525
25.01.2021 14:17 AluminumHaste Note Added: 0013526
25.01.2021 14:17 AluminumHaste File Added: bakery_fbo15.png
25.01.2021 14:18 cabalistic Note Added: 0013527
25.01.2021 15:38 AluminumHaste Note Added: 0013529
26.01.2021 04:34 nbohr1more Note Added: 0013539
26.01.2021 04:34 nbohr1more File Added: RenderSystem_init.cpp
26.01.2021 06:05 cabalistic Note Added: 0013541
26.01.2021 14:55 nbohr1more Note Added: 0013547
26.01.2021 16:18 AluminumHaste Note Added: 0013548
26.01.2021 20:07 Judith Note Added: 0013549
28.01.2021 20:19 AluminumHaste Note Added: 0013558
28.01.2021 20:19 AluminumHaste File Added: bakery_job_2021-01-28_15.10.44.jpg
28.01.2021 20:21 AluminumHaste Note Edited: 0013558
28.01.2021 20:34 nbohr1more Note Added: 0013559
29.01.2021 00:25 AluminumHaste Note Added: 0013560
29.01.2021 04:23 nbohr1more Relationship added related to 0004843
30.01.2021 13:10 AluminumHaste Note Added: 0013582
30.01.2021 13:10 AluminumHaste File Added: bakery_job_2021-01-30_08.05.01.jpg
31.01.2021 05:26 nbohr1more Status new => confirmed
31.01.2021 05:29 nbohr1more Note Added: 0013587
31.01.2021 05:29 nbohr1more Product Version TDM 2.09 => TDM 2.07
31.01.2021 15:30 Judith Note Added: 0013588
31.01.2021 20:43 AluminumHaste Note Added: 0013594
01.02.2021 05:34 nbohr1more Note Added: 0013596
01.02.2021 10:23 Judith Note Added: 0013597
01.02.2021 12:22 nbohr1more Note Added: 0013598
01.02.2021 13:52 nbohr1more Note Added: 0013600
01.02.2021 13:53 nbohr1more Status confirmed => resolved
01.02.2021 13:53 nbohr1more Resolution open => fixed
01.02.2021 13:53 nbohr1more Product Version TDM 2.07 => TDM 1.00
01.02.2021 13:53 nbohr1more Fixed in Version => TDM 2.09
01.02.2021 15:45 Judith Note Added: 0013602
01.02.2021 20:09 nbohr1more Assigned To => nbohr1more
05.02.2021 14:39 AluminumHaste Note Added: 0013651