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https://bitbucket.org/CPMADevs/cnq3
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4cd544217c
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
87 lines
2.8 KiB
C
87 lines
2.8 KiB
C
#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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" 2 = 8- 16 tap filtering\n" \
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" 4 = 16- 32 tap filtering\n" \
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" 8 = 32- 64 tap filtering\n" \
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" 16 = 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_overBrightBits \
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"linear brightness scale\n" \
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" 0 = 1x\n" \
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" 1 = 2x\n" \
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" 2 = 4x"
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#define help_r_mapOverBrightBits \
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"linear map brightness scale\n" \
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"This increases the maximum brightness of the map.\n" \
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"The amount of over-brighting applied is r_mapOverBrightBits - r_overBrightBits.\n" \
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" 0 = 1x\n" \
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" 1 = 2x\n" \
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" 2 = 4x"
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#define help_r_mode \
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"enables custom resolution for r_fullscreen 1\n" \
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" 0 = desktop resolution\n" \
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" 1 = custom resolution (r_width x r_height)"
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#define help_r_mode0 \
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"\nOnly used when r_mode is 0 and r_fullscreen is 1."
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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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" <1 = darker\n" \
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" 1 = no change\n" \
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" >1 = 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. 0 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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" GL_NEAREST = no filtering\n" \
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" GL_LINEAR_MIPMAP_NEAREST = bilinear filtering\n" \
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" GL_LINEAR_MIPMAP_LINEAR = trilinear filtering\n" \
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"For anisotropic filtering, refer to /help r_ext_max_anisotropy."
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#define help_r_swapInterval \
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"v-blanks to wait for before swapping buffers\n" \
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" 0 = No V-Sync\n" \
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" 1 = Synced to the monitor's refresh rate\n" \
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" 2 = Synced to half the monitor's refresh rate\n" \
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" 3 = Synced to one third of the monitor's refresh rate\n" \
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" N = Synced to monitor_refresh_rate / N\n" \
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"It is not recommended to use V-Sync."
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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 r_fullbright."
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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 r_lightmap."
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