auto-normalize-lighting should be the default behavior
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@ -62,7 +62,7 @@ bool dx_no_vertex_fog = config_dxgsg7.GetBool("dx-no-vertex-fog", false);
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// expect lighting to work correctly. Maybe one day there will be
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// another way to set this at runtime, instead of only as a configure
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// variable
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bool dx_auto_normalize_lighting = config_dxgsg7.GetBool("auto-normalize-lighting", false);
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bool dx_auto_normalize_lighting = config_dxgsg7.GetBool("auto-normalize-lighting", true);
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bool dx_allow_software_renderer = config_dxgsg7.GetBool("dx-allow-software-renderer", false);
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bool dx_force_software_renderer = config_dxgsg7.GetBool("dx-force-software-renderer", false);
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@ -74,7 +74,7 @@ bool dx_use_triangle_mipgen_filter = config_dxgsg8.GetBool("dx-use-triangle-mipg
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// expect lighting to work correctly. Maybe one day there will be
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// another way to set this at runtime, instead of only as a configure
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// variable
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bool dx_auto_normalize_lighting = config_dxgsg8.GetBool("auto-normalize-lighting", false);
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bool dx_auto_normalize_lighting = config_dxgsg8.GetBool("auto-normalize-lighting", true);
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bool dx_show_fps_meter = config_dxgsg8.GetBool("show-fps-meter", false);
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float dx_fps_meter_update_interval = max(0.5,config_dxgsg8.GetFloat("fps-meter-update-interval", 1.7));
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@ -65,7 +65,7 @@ bool gl_save_mipmaps = config_glgsg.GetBool("gl-save-mipmaps", false);
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// expect lighting to work correctly. Maybe one day there will be
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// another way to set this at runtime, instead of only as a configure
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// variable.
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bool gl_auto_normalize_lighting = config_glgsg.GetBool("auto-normalize-lighting", false);
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bool gl_auto_normalize_lighting = config_glgsg.GetBool("auto-normalize-lighting", true);
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// Configure this true to try to implement decals using a
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// DepthOffsetAttrib, false to do them with the more reliable 3-pass
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