Use r_texturemode GL_LINEAR_MIPMAP_LINEAR by default
This improves visual quality without a noticeable performance loss, especially on maps that use textures with high-frequency details such as q3dm1.
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@@ -1081,7 +1081,7 @@ void R_Register( void )
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r_dynamiclight = ri.Cvar_Get( "r_dynamiclight", "1", CVAR_ARCHIVE );
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r_dlightBacks = ri.Cvar_Get( "r_dlightBacks", "1", CVAR_ARCHIVE );
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r_finish = ri.Cvar_Get ("r_finish", "0", CVAR_ARCHIVE);
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r_textureMode = ri.Cvar_Get( "r_textureMode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE );
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r_textureMode = ri.Cvar_Get( "r_textureMode", "GL_LINEAR_MIPMAP_LINEAR", CVAR_ARCHIVE );
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r_swapInterval = ri.Cvar_Get( "r_swapInterval", "0",
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CVAR_ARCHIVE | CVAR_LATCH );
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r_gamma = ri.Cvar_Get( "r_gamma", "1", CVAR_ARCHIVE );
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@@ -1304,7 +1304,7 @@ void R_Register( void )
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r_dynamiclight = ri.Cvar_Get( "r_dynamiclight", "1", CVAR_ARCHIVE );
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r_dlightBacks = ri.Cvar_Get( "r_dlightBacks", "1", CVAR_ARCHIVE );
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r_finish = ri.Cvar_Get ("r_finish", "0", CVAR_ARCHIVE);
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r_textureMode = ri.Cvar_Get( "r_textureMode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE );
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r_textureMode = ri.Cvar_Get( "r_textureMode", "GL_LINEAR_MIPMAP_LINEAR", CVAR_ARCHIVE );
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r_swapInterval = ri.Cvar_Get( "r_swapInterval", "0",
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CVAR_ARCHIVE | CVAR_LATCH );
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r_gamma = ri.Cvar_Get( "r_gamma", "1", CVAR_ARCHIVE );
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