cnq3/code/renderer/tr_help.h
myT 4cd544217c platform layer GL interface cleanup
renamed and documented the core GLimp functions
moved the memset calls out of GLimp_Shutdown
dealing with anisotropic filtering properly and fixed the cvar's range and help
platform extension loading is done through Sys_GL_LoadExtensions
throwing fatal errors is done by the renderer exclusively
removed QGL_Init and QGL_Shutdown
cleaned up glconfig_t
filling up the unused glConfig fields in the renderer for old mods
2017-11-03 19:33:54 +01:00

87 lines
2.8 KiB
C

#define help_r_ext_max_anisotropy \
"max. allowed anisotropy ratio\n" \
"For anisotropic filtering to be enabled, this needs to be 2 or higher.\n" \
" 2 = 8- 16 tap filtering\n" \
" 4 = 16- 32 tap filtering\n" \
" 8 = 32- 64 tap filtering\n" \
" 16 = 64-128 tap filtering"
#define help_r_picmip \
"lowest allowed mip level\n" \
"Lower number means sharper textures."
#define help_r_roundImagesDown \
"allows image downscaling before texture upload\n" \
"The maximum scale ratio is 2 on both the horizontal and vertical axis."
#define help_r_overBrightBits \
"linear brightness scale\n" \
" 0 = 1x\n" \
" 1 = 2x\n" \
" 2 = 4x"
#define help_r_mapOverBrightBits \
"linear map brightness scale\n" \
"This increases the maximum brightness of the map.\n" \
"The amount of over-brighting applied is r_mapOverBrightBits - r_overBrightBits.\n" \
" 0 = 1x\n" \
" 1 = 2x\n" \
" 2 = 4x"
#define help_r_mode \
"enables custom resolution for r_fullscreen 1\n" \
" 0 = desktop resolution\n" \
" 1 = custom resolution (r_width x r_height)"
#define help_r_mode0 \
"\nOnly used when r_mode is 0 and r_fullscreen is 1."
#define help_r_subdivisions \
"tessellation step size for patch surfaces\n" \
"This sets the step size of a subdivision, *not* the number of subdivisions.\n" \
"In other words, lower values produce smoother curves."
#define help_r_gamma \
"gamma correction factor\n" \
" <1 = darker\n" \
" 1 = no change\n" \
" >1 = brighter"
#define help_r_lodbias \
"MD3 models LOD bias\n" \
"For all MD3 models, including player characters.\n" \
"A higher number means a higher quality loss. 0 means no loss."
#define help_r_fastsky \
"makes the sky and portals pure black\n" \
"Portal example: the bottom teleporter on q3dm7."
#define help_r_noportals \
"disables rendering of portals\n" \
"Portal example: the bottom teleporter on q3dm7."
#define help_r_textureMode \
"texture filtering mode\n" \
" GL_NEAREST = no filtering\n" \
" GL_LINEAR_MIPMAP_NEAREST = bilinear filtering\n" \
" GL_LINEAR_MIPMAP_LINEAR = trilinear filtering\n" \
"For anisotropic filtering, refer to /help r_ext_max_anisotropy."
#define help_r_swapInterval \
"v-blanks to wait for before swapping buffers\n" \
" 0 = No V-Sync\n" \
" 1 = Synced to the monitor's refresh rate\n" \
" 2 = Synced to half the monitor's refresh rate\n" \
" 3 = Synced to one third of the monitor's refresh rate\n" \
" N = Synced to monitor_refresh_rate / N\n" \
"It is not recommended to use V-Sync."
#define help_r_lightmap \
"renders the lightmaps only\n" \
"Shaders with a lightmap stage will only draw the lightmap stage.\n" \
"This is mutually exclusive with r_fullbright."
#define help_r_fullbright \
"renders the diffuse textures only\n" \
"Shaders with a lightmap stage will not draw the lightmap stage.\n" \
"This is mutually exclusive with r_lightmap."