OpenGL2: default to RGBM lightmap, and add r_floatLightmap for old behaviour.
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@@ -110,6 +110,7 @@ cvar_t *r_cameraExposure;
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cvar_t *r_softOverbright;
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cvar_t *r_hdr;
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cvar_t *r_floatLightmap;
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cvar_t *r_postProcess;
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cvar_t *r_toneMap;
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@@ -1170,6 +1171,7 @@ void R_Register( void )
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r_softOverbright = ri.Cvar_Get( "r_softOverbright", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_hdr = ri.Cvar_Get( "r_hdr", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_floatLightmap = ri.Cvar_Get( "r_floatLightmap", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_postProcess = ri.Cvar_Get( "r_postProcess", "1", CVAR_ARCHIVE );
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r_toneMap = ri.Cvar_Get( "r_toneMap", "1", CVAR_ARCHIVE | CVAR_LATCH );
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