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Document r_glDebugContext in Configuration.md; tiny fix in settings menu
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2 changed files with 4 additions and 1 deletions
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@ -18,7 +18,7 @@ useful commandline arguments, for example how to tell dhewm3 where the game data
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When built with [Dear ImGui](https://github.com/ocornut/imgui) integration (which is the default
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when using SDL2), dhewm3 has an advanced settings menu with many settings that the main menu doesn't
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offer, including a *Control BIndings* menu that supports as many keys per command as you want and is
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offer, including a *Control Bindings* menu that supports as many keys per command as you want and is
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fully navigable with keyboard or gamepad (or mouse, of course).
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Unless you have already bound your `F10` key to something else, it will open this menu.
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@ -218,6 +218,8 @@ This can be configured with the following CVars:
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- `r_useCarmacksReverse` Use Z-Fail ("Carmack's Reverse") when rendering shadows (default `1`)
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- `r_useStencilOpSeparate` Use glStencilOpSeparate() (if available) when rendering shadow (default `1`)
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- `r_scaleMenusTo43` Render full-screen menus in 4:3 by adding black bars on the left/right if necessary (default `1`)
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- `r_glDebugContext` Enable OpenGL debug context and printing warnings/errors from the graphics driver.
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Changing that CVar requires a `vid_restart` (or set it as startup argument)
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- `s_alReverbGain` reduce strength of OpenAL (EAX-like) EFX reverb effects, `0.0` - `1.0` (default `0.5`)
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- `s_alHRTF` Enable [HRTF](https://en.wikipedia.org/w/index.php?title=Head-related_transfer_function)
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@ -1971,6 +1971,7 @@ static float audioMenuItemOffset = 0.0f;
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static void InitAudioOptionsMenu()
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{
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alDevices.SetNum( 0, false );
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selAlDevice = 0; // default device (another one might be set in loop below)
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const char* device = idSoundSystemLocal::s_device.GetString();
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if ( *device == '\0' || idStr::Cmp( device, "default" ) == 0 ) {
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