Improve the default texture quality settings
- Use the highest texture quality. - Use 8× anisotropic filtering by default. Any machine made in the last 10 years (and then some) should be able to handle this :) It's possible to get even better rendering by using 16× anisotropic filtering, but this may have a noticeable cost on older integrated graphics.
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@ -1459,7 +1459,7 @@ static void R_Register( void )
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r_simpleMipMaps = ri.Cvar_Get( "r_simpleMipMaps", "1", CVAR_ARCHIVE_ND | CVAR_LATCH );
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r_vertexLight = ri.Cvar_Get( "r_vertexLight", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_picmip = ri.Cvar_Get( "r_picmip", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_picmip = ri.Cvar_Get( "r_picmip", "0", CVAR_ARCHIVE | CVAR_LATCH );
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ri.Cvar_CheckRange( r_picmip, "0", "16", CV_INTEGER );
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ri.Cvar_SetDescription( r_picmip, "Set texture quality, lower is better" );
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@ -1627,10 +1627,10 @@ static void R_Register( void )
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r_ext_compiled_vertex_array = ri.Cvar_Get( "r_ext_compiled_vertex_array", "1", CVAR_ARCHIVE_ND | CVAR_LATCH | CVAR_DEVELOPER );
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r_ext_texture_env_add = ri.Cvar_Get( "r_ext_texture_env_add", "1", CVAR_ARCHIVE_ND | CVAR_LATCH | CVAR_DEVELOPER );
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r_ext_texture_filter_anisotropic = ri.Cvar_Get( "r_ext_texture_filter_anisotropic", "0", CVAR_ARCHIVE_ND | CVAR_LATCH );
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r_ext_texture_filter_anisotropic = ri.Cvar_Get( "r_ext_texture_filter_anisotropic", "1", CVAR_ARCHIVE_ND | CVAR_LATCH );
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ri.Cvar_CheckRange( r_ext_texture_filter_anisotropic, "0", "1", CV_INTEGER );
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r_ext_max_anisotropy = ri.Cvar_Get( "r_ext_max_anisotropy", "2", CVAR_ARCHIVE_ND | CVAR_LATCH );
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r_ext_max_anisotropy = ri.Cvar_Get( "r_ext_max_anisotropy", "8", CVAR_ARCHIVE_ND | CVAR_LATCH );
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ri.Cvar_CheckRange( r_ext_max_anisotropy, "1", NULL, CV_INTEGER );
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r_stencilbits = ri.Cvar_Get( "r_stencilbits", "8", CVAR_ARCHIVE_ND | CVAR_LATCH );
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@ -1114,10 +1114,10 @@ void R_Register( void )
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r_ext_direct_state_access = ri.Cvar_Get("r_ext_direct_state_access", "1", CVAR_ARCHIVE | CVAR_LATCH);
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r_ext_texture_filter_anisotropic = ri.Cvar_Get( "r_ext_texture_filter_anisotropic",
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"0", CVAR_ARCHIVE | CVAR_LATCH );
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r_ext_max_anisotropy = ri.Cvar_Get( "r_ext_max_anisotropy", "2", CVAR_ARCHIVE | CVAR_LATCH );
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"1", CVAR_ARCHIVE | CVAR_LATCH );
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r_ext_max_anisotropy = ri.Cvar_Get( "r_ext_max_anisotropy", "8", CVAR_ARCHIVE | CVAR_LATCH );
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r_picmip = ri.Cvar_Get ("r_picmip", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_picmip = ri.Cvar_Get ("r_picmip", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_roundImagesDown = ri.Cvar_Get ("r_roundImagesDown", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_colorMipLevels = ri.Cvar_Get ("r_colorMipLevels", "0", CVAR_LATCH );
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ri.Cvar_CheckRange( r_picmip, "0", "16", CV_INTEGER );
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@ -1500,7 +1500,7 @@ static void R_Register( void )
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r_simpleMipMaps = ri.Cvar_Get( "r_simpleMipMaps", "1", CVAR_ARCHIVE_ND | CVAR_LATCH );
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r_vertexLight = ri.Cvar_Get( "r_vertexLight", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_picmip = ri.Cvar_Get( "r_picmip", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_picmip = ri.Cvar_Get( "r_picmip", "0", CVAR_ARCHIVE | CVAR_LATCH );
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ri.Cvar_CheckRange( r_picmip, "0", "16", CV_INTEGER );
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ri.Cvar_SetDescription( r_picmip, "Set texture quality, lower is better" );
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@ -1644,10 +1644,10 @@ static void R_Register( void )
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r_ext_compiled_vertex_array = ri.Cvar_Get( "r_ext_compiled_vertex_array", "1", CVAR_ARCHIVE_ND | CVAR_LATCH | CVAR_DEVELOPER );
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r_ext_texture_env_add = ri.Cvar_Get( "r_ext_texture_env_add", "1", CVAR_ARCHIVE_ND | CVAR_LATCH | CVAR_DEVELOPER );
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r_ext_texture_filter_anisotropic = ri.Cvar_Get( "r_ext_texture_filter_anisotropic", "0", CVAR_ARCHIVE_ND | CVAR_LATCH );
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r_ext_texture_filter_anisotropic = ri.Cvar_Get( "r_ext_texture_filter_anisotropic", "1", CVAR_ARCHIVE_ND | CVAR_LATCH );
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ri.Cvar_CheckRange( r_ext_texture_filter_anisotropic, "0", "1", CV_INTEGER );
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r_ext_max_anisotropy = ri.Cvar_Get( "r_ext_max_anisotropy", "2", CVAR_ARCHIVE_ND | CVAR_LATCH );
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r_ext_max_anisotropy = ri.Cvar_Get( "r_ext_max_anisotropy", "8", CVAR_ARCHIVE_ND | CVAR_LATCH );
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ri.Cvar_CheckRange( r_ext_max_anisotropy, "1", NULL, CV_INTEGER );
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r_stencilbits = ri.Cvar_Get( "r_stencilbits", "8", CVAR_ARCHIVE_ND | CVAR_LATCH );
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