mirror of
https://bitbucket.org/CPMADevs/cnq3
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206 lines
9.8 KiB
C
206 lines
9.8 KiB
C
#define help_r_backend \
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"renderer back-end to use\n" \
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S_COLOR_VAL " GL2 " S_COLOR_HELP "= OpenGL 2.0\n" \
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S_COLOR_VAL " GL3 " S_COLOR_HELP "= OpenGL 3.2\n" \
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S_COLOR_VAL " D3D11 " S_COLOR_HELP "= Direct3D 11"
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#define help_r_gl3_geoStream \
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"geometry streaming strategy\n" \
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"This only applies to the GL3 back-end. See " S_COLOR_CVAR "r_backend" S_COLOR_HELP " for details.\n" \
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S_COLOR_VAL " 0 " S_COLOR_HELP "= Decide automatically\n" \
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S_COLOR_VAL " 1 " S_COLOR_HELP "= BufferSubData\n" \
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S_COLOR_VAL " 2 " S_COLOR_HELP "= Map Unsychronized\n" \
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S_COLOR_VAL " 3 " S_COLOR_HELP "= Map Persistent when possible, else automatic\n" \
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S_COLOR_VAL " 4 " S_COLOR_HELP "= AMD pinned memory when available, else automatic"
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#define help_r_d3d11_syncOffsets \
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"synchronizes vertex buffer offsets\n" \
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"This only applies to the D3D11 back-end. See " S_COLOR_CVAR "r_backend" S_COLOR_HELP " for details.\n" \
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S_COLOR_VAL " 0 " S_COLOR_HELP "= Split buffer offsets (more API calls)\n" \
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S_COLOR_VAL " 1 " S_COLOR_HELP "= Sync'd buffer offsets (more data transferred)\n" \
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S_COLOR_VAL " 2 " S_COLOR_HELP "= Decide automatically"
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#define help_r_d3d11_presentMode \
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"presentation mode\n" \
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S_COLOR_VAL " 0 " S_COLOR_HELP "= Blit + Discard\n" \
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S_COLOR_VAL " 1 " S_COLOR_HELP "= Flip + Discard when available, else Blit + Discard\n" \
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"About the 'Flip + Discard' presentation mode:\n" \
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"- Windows 10 is required and tearing must be supported.\n" \
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"- It should help performance by sharing buffer data (less copying).\n" \
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"- It allows for V-Sync to be disabled with variable refresh rate displays.\n" \
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"- Performance issues were observed on some machines, so it's off by default."
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#define help_r_ext_max_anisotropy \
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"max. allowed anisotropy ratio\n" \
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"For anisotropic filtering to be enabled, this needs to be 2 or higher.\n" \
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S_COLOR_VAL " 2 " S_COLOR_HELP "= 8- 16 tap filtering\n" \
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S_COLOR_VAL " 4 " S_COLOR_HELP "= 16- 32 tap filtering\n" \
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S_COLOR_VAL " 8 " S_COLOR_HELP "= 32- 64 tap filtering\n" \
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S_COLOR_VAL " 16 " S_COLOR_HELP "= 64-128 tap filtering"
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#define help_r_picmip \
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"lowest allowed mip level\n" \
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"Lower number means sharper textures."
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#define help_r_roundImagesDown \
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"allows image downscaling before texture upload\n" \
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"The maximum scale ratio is 2 on both the horizontal and vertical axis."
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#define help_r_mode \
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"video mode to use with " S_COLOR_CVAR "r_fullscreen " S_COLOR_VAL "1\n" \
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S_COLOR_VAL " 0 " S_COLOR_HELP "= No video mode change, desktop resolution\n" \
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S_COLOR_VAL " 1 " S_COLOR_HELP "= No video mode change, custom resolution, custom upscaling\n" \
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S_COLOR_VAL " 2 " S_COLOR_HELP "= Video mode change, custom resolution\n" \
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"Custom resolution uses " S_COLOR_CVAR "r_width " S_COLOR_HELP "and " S_COLOR_CVAR "r_height" S_COLOR_HELP ".\n" \
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"Custom upscaling uses " S_COLOR_CVAR "r_blitMode" S_COLOR_HELP "."
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#define help_r_blitMode \
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"image upscaling mode for " S_COLOR_CVAR "r_mode " S_COLOR_VAL "1\n" \
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"This will only be active with " S_COLOR_CVAR "r_fullscreen " S_COLOR_VAL "1 " S_COLOR_HELP "and " S_COLOR_CVAR "r_mode " S_COLOR_VAL "1" S_COLOR_HELP ".\n" \
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S_COLOR_VAL " 0 " S_COLOR_HELP "= Aspect-ratio preserving upscale (black bars if necessary)\n" \
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S_COLOR_VAL " 1 " S_COLOR_HELP "= No scaling, centered\n" \
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S_COLOR_VAL " 2 " S_COLOR_HELP "= Full-screen stretching (no black bars)"
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#define help_r_subdivisions \
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"tessellation step size for patch surfaces\n" \
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"This sets the step size of a subdivision, *not* the number of subdivisions.\n" \
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"In other words, lower values produce smoother curves."
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#define help_r_gamma \
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"gamma correction factor\n" \
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S_COLOR_HELP " <" S_COLOR_VAL "1 " S_COLOR_HELP "= Darker\n" \
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S_COLOR_VAL " 1 " S_COLOR_HELP "= No change\n" \
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S_COLOR_HELP " >" S_COLOR_VAL "1 " S_COLOR_HELP "= Brighter"
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#define help_r_lodbias \
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"MD3 models LOD bias\n" \
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"For all MD3 models, including player characters.\n" \
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"A higher number means a higher quality loss. " S_COLOR_VAL "0 " S_COLOR_HELP "means no loss."
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#define help_r_fastsky \
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"makes the sky and portals pure black\n" \
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"Portal example: the bottom teleporter on q3dm7."
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#define help_r_noportals \
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"disables rendering of portals\n" \
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"Portal example: the bottom teleporter on q3dm7."
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#define help_r_textureMode \
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"texture filtering mode\n" \
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S_COLOR_VAL " GL_NEAREST " S_COLOR_HELP "= LEGO(R) mode\n" \
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" anything else " "= Normal mode\n" \
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"For anisotropic filtering, refer to " S_COLOR_CVAR "r_ext_max_anisotropy" S_COLOR_HELP "."
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#define help_r_swapInterval \
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"Screen refresh periods to wait for before swapping buffers\n" \
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S_COLOR_VAL " N < 0 " S_COLOR_HELP "= Adaptive V-Sync: tears when too late\n" \
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S_COLOR_VAL " N = 0 " S_COLOR_HELP "= No V-Sync\n" \
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S_COLOR_VAL " N > 0 " S_COLOR_HELP "= Standard V-Sync: never tears\n" \
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"Adaptive V-Sync is not available when " S_COLOR_CVAR "r_backend " S_COLOR_HELP "is " S_COLOR_VAL "D3D11" S_COLOR_HELP ".\n" \
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"When adaptive V-Sync is not available, standard V-Sync is requested instead.\n" \
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"Please note that with OpenGL, your driver settings can override any of this."
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#define help_r_frameSleep \
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"whether the client should sleep to maintain the FPS cap\n" \
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S_COLOR_VAL " 0 " S_COLOR_HELP "= Forced OFF (when V-Sync is enabled)\n" \
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S_COLOR_VAL " 1 " S_COLOR_HELP "= Forced ON (when V-Sync is disabled)\n" \
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S_COLOR_VAL " 2 " S_COLOR_HELP "= Automatic (detects V-Sync status)\n" \
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"This only applies to OpenGL rendering back-ends:\n" \
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"For Direct3D 11, the mode is always 'automatic'."
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#define help_r_lightmap \
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"renders the lightmaps only\n" \
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"Shaders with a lightmap stage will only draw the lightmap stage.\n" \
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"This is mutually exclusive with " S_COLOR_CVAR "r_fullbright" S_COLOR_HELP "."
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#define help_r_fullbright \
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"renders the diffuse textures only\n" \
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"Shaders with a lightmap stage will not draw the lightmap stage.\n" \
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"This is mutually exclusive with " S_COLOR_CVAR "r_lightmap" S_COLOR_HELP "."
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#define help_r_mipGenFilter \
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"GPU mip-map filter\n" \
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S_COLOR_VAL " L4 " S_COLOR_HELP "= Lanczos 4\n" \
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S_COLOR_VAL " L3 " S_COLOR_HELP "= Lanczos 3\n" \
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S_COLOR_VAL " BL " S_COLOR_HELP "= Bi-linear\n" \
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S_COLOR_VAL " MN2 " S_COLOR_HELP "= Mitchell-Netravali 2 (B = 1/3, C = 1/3)\n" \
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S_COLOR_VAL " BH4 " S_COLOR_HELP "= 3-term Blackman-Harris 4\n" \
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S_COLOR_VAL " BH3 " S_COLOR_HELP "= 3-term Blackman-Harris 3\n" \
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S_COLOR_VAL " BH2 " S_COLOR_HELP "= 3-term Blackman-Harris 2\n" \
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S_COLOR_VAL " T2 " S_COLOR_HELP "= Tent 2 (1/3 2/3, same as the CPU version)\n" \
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"The numbers specify the 'radius' of the window filters."
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#define help_r_mipGenGamma \
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"GPU mip-map gamma\n" \
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"Specifies the gamma space in which the textures are stored.\n" \
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"This is only used by GPU-side mip-map generation (" S_COLOR_CVAR "r_gpuMipGen " S_COLOR_VAL "1" S_COLOR_HELP ").\n" \
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"This should really be around " S_COLOR_VAL "2.4 " S_COLOR_HELP "(CRT screens),\n" \
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"but defaults lower to not break the looks of some things\n" \
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"(e.g. cpm3a's teleporter).\n" \
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"While " S_COLOR_VAL "1.0 " S_COLOR_HELP "will match the game's original look,\n" \
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"higher values will better preserve contrast."
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#define help_r_depthFade \
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"enables depth fade rendering\n" \
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"With it, surfaces like blood, smoke, etc don't 'cut' through geometry sharply."
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#define help_r_gpuMipGen \
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"enables GPU mip-map generation\n" \
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"This will both improve map load times and image quality.\n" \
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"Only disable if the feature isn't working for whatever reason."
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#define help_r_alphaToCoverage \
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"enables alpha to coverage\n" \
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"This enables anti-aliasing of alpha-tested surfaces when MSAA is enabled.\n" \
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"Therefore, this requires " S_COLOR_CVAR "r_msaa " S_COLOR_HELP "to be greater than 1."
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#define help_r_dither \
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"enables dithering\n" \
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"Introduces noise to fight color banding artifacts.\n" \
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"The strength of the noise is controlled by " S_COLOR_CVAR "r_ditherStrength" S_COLOR_HELP "."
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#define help_r_ditherStrength \
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"dithering noise strength\n" \
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"The dithering on/off switch is " S_COLOR_CVAR "r_dither" S_COLOR_HELP "."
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#define help_r_transpSort \
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"transparency sorting mode\n" \
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S_COLOR_VAL " 0 " S_COLOR_HELP "= Sort dynamic transparent surfaces\n" \
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S_COLOR_VAL " 1 " S_COLOR_HELP "= Sort all transparent surfaces\n" \
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"The drawback of " S_COLOR_CVAR "r_transpSort " S_COLOR_VAL "1 " S_COLOR_HELP "is that gameplay legibility " \
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"might suffer and results might look quite inconsistent based on the view angles and surface dimensions.\n" \
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"Example: dropped items in the cpm18r acid with " S_COLOR_CVAR "cg_simpleItems " S_COLOR_VAL "1"
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#define help_r_rtColorFormat \
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"render target color format\n" \
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S_COLOR_VAL " 0 " S_COLOR_HELP "= R8G8B8A8\n" \
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S_COLOR_VAL " 1 " S_COLOR_HELP "= R10G10B10A2\n" \
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S_COLOR_VAL " 2 " S_COLOR_HELP "= R16G16B16A16"
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#define help_r_colorMipLevels \
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"colorizes textures based on their mip level\n" \
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"This disables MSAA on back-ends that use centroid sampling."
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#define help_r_mapGreyscaleCTF \
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"how desaturated CTF map surfaces look\n" \
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"It applies to the red/blue color-coded surfaces of popular CTF/NTF maps."
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#define help_r_ignoreShaderSortKey \
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"ignores the shader sort key of transparent surfaces\n" \
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"Instead, it sorts by depth and original registration order only.\n" \
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"You can use this as a work-around for broken maps like bones_fkd_b4."
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#define help_r_showtris_bitmask \
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S_COLOR_VAL " 1 " S_COLOR_HELP "= Enables the feature\n" \
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S_COLOR_VAL " 2 " S_COLOR_HELP "= Only draws for visible triangles\n" \
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S_COLOR_VAL " 4 " S_COLOR_HELP "= Draws for backfacing triangles\n" \
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S_COLOR_VAL " 8 " S_COLOR_HELP "= Uses the original vertex color\n" \
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S_COLOR_VAL " 16 " S_COLOR_HELP "= Uses the original vertex alpha as vertex color"
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#define help_r_showtris \
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"draws wireframe triangles\n" \
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help_r_showtris_bitmask
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#define help_r_shownormals \
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"draws vertex normals\n" \
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help_r_showtris_bitmask
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