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Update ToGLES( fix occlusion query and other small things )
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@@ -1872,7 +1872,12 @@ void CMaterialSystem::ReadConfigFromConVars( MaterialSystem_Config_t *pConfig )
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pConfig->m_fGammaTVExponent = mat_monitorgamma_tv_exp.GetFloat();
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pConfig->m_bGammaTVEnabled = mat_monitorgamma_tv_enabled.GetBool();
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#ifdef TOGLES
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pConfig->m_nAASamples = 0;
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#else
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pConfig->m_nAASamples = mat_antialias.GetInt();
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#endif
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pConfig->m_nAAQuality = mat_aaquality.GetInt();
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pConfig->bShowDiffuse = mat_diffuse.GetInt() ? true : false;
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// pConfig->bAllowCheats = false; // hack
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@@ -160,13 +160,16 @@ static FILE *GetDebugFileHandle( void )
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#ifdef DX_TO_GL_ABSTRACTION
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// mat_autoload_glshaders instructs the engine to load a cached shader table at startup
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// it will try for glshaders.cfg first, then fall back to glbaseshaders.cfg if not found
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ConVar mat_autoload_glshaders( "mat_autoload_glshaders", "1" );
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// mat_autosave_glshaders instructs the engine to save out the shader table at key points
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// to the filename glshaders.cfg
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//
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ConVar mat_autosave_glshaders( "mat_autosave_glshaders", "1" );
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#ifdef ANDROID
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ConVar mat_autosave_glshaders( "mat_autosave_glshaders", "0" );
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ConVar mat_autoload_glshaders( "mat_autoload_glshaders", "0" );
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#else
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ConVar mat_autosave_glshaders( "mat_autosave_glshaders", "1" );
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ConVar mat_autoload_glshaders( "mat_autoload_glshaders", "1" );
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#endif
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#endif
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//-----------------------------------------------------------------------------
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