cnq3/code/renderer/tr_help.h
myT ca9757082f r_colorMipLevels disables MSAA when centroid sampling would be used
this is because it would draw (parts of) geometric edges with different colors and that makes visual inspections annoying
also, final MSAA sample counts are always reported by GL3 and GL2 now
2020-02-05 03:43:19 +01:00

168 lines
7.9 KiB
C

#define help_r_backend \
"renderer back-end to use\n" \
S_COLOR_VAL " GL2 " S_COLOR_HELP "= OpenGL 2.0\n" \
S_COLOR_VAL " GL3 " S_COLOR_HELP "= OpenGL 3.2\n" \
S_COLOR_VAL " D3D11 " S_COLOR_HELP "= Direct3D 11"
#define help_r_gl3_geoStream \
"geometry streaming strategy\n" \
"This only applies to the GL3 back-end. See " S_COLOR_CVAR "r_backend" S_COLOR_HELP " for details.\n" \
S_COLOR_VAL " 0 " S_COLOR_HELP "= Decide automatically\n" \
S_COLOR_VAL " 1 " S_COLOR_HELP "= BufferSubData\n" \
S_COLOR_VAL " 2 " S_COLOR_HELP "= Map Unsychronized\n" \
S_COLOR_VAL " 3 " S_COLOR_HELP "= Map Persistent when possible, else automatic\n" \
S_COLOR_VAL " 4 " S_COLOR_HELP "= AMD pinned memory when available, else automatic"
#define help_r_d3d11_syncOffsets \
"synchronizes vertex buffer offsets\n" \
"This only applies to the D3D11 back-end. See " S_COLOR_CVAR "r_backend" S_COLOR_HELP " for details.\n" \
S_COLOR_VAL " 0 " S_COLOR_HELP "= Split buffer offsets (more API calls)\n" \
S_COLOR_VAL " 1 " S_COLOR_HELP "= Sync'd buffer offsets (more data transferred)\n" \
S_COLOR_VAL " 2 " S_COLOR_HELP "= Decide automatically"
#define help_r_d3d11_maxQueuedFrames \
"max. pre-rendered frames\n" \
"The number of frames that the system is allowed to queue for rendering."
#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" \
S_COLOR_VAL " 2 " S_COLOR_HELP "= 8- 16 tap filtering\n" \
S_COLOR_VAL " 4 " S_COLOR_HELP "= 16- 32 tap filtering\n" \
S_COLOR_VAL " 8 " S_COLOR_HELP "= 32- 64 tap filtering\n" \
S_COLOR_VAL " 16 " S_COLOR_HELP "= 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_mode \
"video mode to use with " S_COLOR_CVAR "r_fullscreen " S_COLOR_VAL "1\n" \
S_COLOR_VAL " 0 " S_COLOR_HELP "= No video mode change, desktop resolution\n" \
S_COLOR_VAL " 1 " S_COLOR_HELP "= No video mode change, custom resolution, custom upscaling\n" \
S_COLOR_VAL " 2 " S_COLOR_HELP "= Video mode change, custom resolution\n" \
"Custom resolution uses " S_COLOR_CVAR "r_width " S_COLOR_HELP "and " S_COLOR_CVAR "r_height" S_COLOR_HELP ".\n" \
"Custom upscaling uses " S_COLOR_CVAR "r_blitMode" S_COLOR_HELP "."
#define help_r_blitMode \
"image upscaling mode for " S_COLOR_CVAR "r_mode " S_COLOR_VAL "1\n" \
"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" \
S_COLOR_VAL " 0 " S_COLOR_HELP "= Aspect-ratio preserving upscale (black bars if necessary)\n" \
S_COLOR_VAL " 1 " S_COLOR_HELP "= No scaling, centered\n" \
S_COLOR_VAL " 2 " S_COLOR_HELP "= Full-screen stretching (no black bars)"
#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" \
S_COLOR_HELP " <" S_COLOR_VAL "1 " S_COLOR_HELP "= Darker\n" \
S_COLOR_VAL " 1 " S_COLOR_HELP "= No change\n" \
S_COLOR_HELP " >" S_COLOR_VAL "1 " S_COLOR_HELP "= 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. " S_COLOR_VAL "0 " S_COLOR_HELP "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" \
S_COLOR_VAL " GL_NEAREST " S_COLOR_HELP "= LEGO(R) mode\n" \
" anything else " "= Normal mode\n" \
"For anisotropic filtering, refer to " S_COLOR_CVAR "r_ext_max_anisotropy" S_COLOR_HELP "."
#define help_r_swapInterval \
"Screen refresh periods to wait for before swapping buffers\n" \
S_COLOR_VAL " N < 0 " S_COLOR_HELP "= Adaptive V-Sync: tears when too late\n" \
S_COLOR_VAL " N = 0 " S_COLOR_HELP "= No V-Sync\n" \
S_COLOR_VAL " N > 0 " S_COLOR_HELP "= Standard V-Sync: never tears\n" \
"Adaptive V-Sync is not available when " S_COLOR_CVAR "r_backend " S_COLOR_HELP "is " S_COLOR_VAL "D3D11" S_COLOR_HELP ".\n" \
"When adaptive V-Sync is not available, standard V-Sync is requested instead.\n" \
"Please note that with OpenGL, your driver settings can override any of this."
#define help_r_frameSleep \
"whether the client should sleep to maintain the FPS cap\n" \
S_COLOR_VAL " 0 " S_COLOR_HELP "= Forced OFF (when V-Sync is enabled)\n" \
S_COLOR_VAL " 1 " S_COLOR_HELP "= Forced ON (when V-Sync is disabled)\n" \
S_COLOR_VAL " 2 " S_COLOR_HELP "= Automatic (detects V-Sync status)\n" \
"This only applies to OpenGL rendering back-ends:\n" \
"For Direct3D 11, the mode is always 'automatic'."
#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 " S_COLOR_CVAR "r_fullbright" S_COLOR_HELP "."
#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 " S_COLOR_CVAR "r_lightmap" S_COLOR_HELP "."
#define help_r_mipGenFilter \
"GPU mip-map filter\n" \
S_COLOR_VAL " L4 " S_COLOR_HELP "= Lanczos 4\n" \
S_COLOR_VAL " L3 " S_COLOR_HELP "= Lanczos 3\n" \
S_COLOR_VAL " BL " S_COLOR_HELP "= Bi-linear\n" \
S_COLOR_VAL " MN2 " S_COLOR_HELP "= Mitchell-Netravali 2 (B = 1/3, C = 1/3)\n" \
S_COLOR_VAL " BH4 " S_COLOR_HELP "= 3-term Blackman-Harris 4\n" \
S_COLOR_VAL " BH3 " S_COLOR_HELP "= 3-term Blackman-Harris 3\n" \
S_COLOR_VAL " BH2 " S_COLOR_HELP "= 3-term Blackman-Harris 2\n" \
S_COLOR_VAL " T2 " S_COLOR_HELP "= Tent 2 (1/3 2/3, same as the CPU version)\n" \
"The numbers specify the 'radius' of the window filters."
#define help_r_mipGenGamma \
"GPU mip-map gamma\n" \
"Specifies the gamma space in which the textures are stored.\n" \
"This is only used by GPU-side mip-map generation (" S_COLOR_CVAR "r_gpuMipGen " S_COLOR_VAL "1" S_COLOR_HELP ").\n" \
"This should really be around " S_COLOR_VAL "2.4 " S_COLOR_HELP "(CRT screens),\n" \
"but defaults lower to not break the looks of some things\n" \
"(e.g. cpm3a's teleporter).\n" \
"While " S_COLOR_VAL "1.0 " S_COLOR_HELP "will match the game's original look,\n" \
"higher values will better preserve contrast."
#define help_r_softSprites \
"enables depth sprites\n" \
"With it, sprites like blood, smoke, etc don't 'cut' through geometry sharply."
#define help_r_gpuMipGen \
"enables GPU mip-map generation\n" \
"This will both improve map load times and image quality.\n" \
"Only disable if the feature isn't working for whatever reason."
#define help_r_alphaToCoverage \
"enables alpha to coverage\n" \
"This enables anti-aliasing of alpha-tested surfaces when MSAA is enabled.\n" \
"Therefore, this requires " S_COLOR_CVAR "r_msaa " S_COLOR_HELP "to be greater than 1."
#define help_r_dither \
"enables dithering\n" \
"Introduces noise to fight color banding artifacts.\n" \
"The strength of the noise is controlled by " S_COLOR_CVAR "r_noiseScale" S_COLOR_HELP "."
#define help_r_noiseScale \
"dithering noise strength\n" \
"The dithering on/off switch is " S_COLOR_CVAR "r_dither" S_COLOR_HELP "."
#define help_r_rtColorFormat \
"render target color format\n" \
S_COLOR_VAL " 0 " S_COLOR_HELP "= R8G8B8A8\n" \
S_COLOR_VAL " 1 " S_COLOR_HELP "= R10G10B10A2\n" \
S_COLOR_VAL " 2 " S_COLOR_HELP "= R16G16B16A16"
#define help_r_colorMipLevels \
"colorizes textures based on their mip level\n" \
"This disables MSAA on back-ends that use centroid sampling."