From e0c8243ee7b78a10234a0bf8a6a8c05480da6bbf Mon Sep 17 00:00:00 2001 From: Robert Beckebans Date: Fri, 16 May 2014 00:22:34 +0200 Subject: [PATCH] Make high quality shadow mapping the default --- neo/renderer/RenderSystem_init.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/neo/renderer/RenderSystem_init.cpp b/neo/renderer/RenderSystem_init.cpp index bb3da31e..7dc01fa5 100644 --- a/neo/renderer/RenderSystem_init.cpp +++ b/neo/renderer/RenderSystem_init.cpp @@ -218,7 +218,7 @@ idCVar stereoRender_deGhost( "stereoRender_deGhost", "0.05", CVAR_FLOAT | CVAR_A idCVar r_useVirtualScreenResolution( "r_useVirtualScreenResolution", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "do 2D rendering at 640x480 and stretch to the current resolution" ); // RB: shadow mapping parameters -idCVar r_useShadowMapping( "r_useShadowMapping", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "0 = stencil shadows, 1 = medium quality soft shadow mapping, 2 = high quality soft shadow mapping" ); +idCVar r_useShadowMapping( "r_useShadowMapping", "2", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "0 = stencil shadows, 1 = medium quality soft shadow mapping, 2 = high quality soft shadow mapping" ); idCVar r_shadowMapFrustumFOV( "r_shadowMapFrustumFOV", "92", CVAR_RENDERER | CVAR_FLOAT, "oversize FOV for point light side matching" ); idCVar r_shadowMapSingleSide( "r_shadowMapSingleSide", "-1", CVAR_RENDERER | CVAR_INTEGER, "only draw a single side (0-5) of point lights" ); idCVar r_shadowMapImageSize( "r_shadowMapImageSize", "1024", CVAR_RENDERER | CVAR_INTEGER, "", 128, 2048 );