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Renamed r_useFilmicPostProcessEffects to r_useFilmicPostProcessing
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5 changed files with 7 additions and 5 deletions
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@ -380,7 +380,7 @@ r_useHDR [0 or 1] | Use High Dynamic Range lighting
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r_hdrAutoExposure [0 or 1] | Adaptive tonemapping with HDR. This allows to have very bright or very dark scenes but the camera will adapt to it so the scene won't loose details
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r_exposure [0 .. 1] | Default 0.5, Controls brightness and affects HDR exposure key. This is what you change in the video brightness options
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r_useSSAO [0 .. 1] | Use Screen Space Ambient Occlusion to darken the corners in the scene
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r_useFilmicPostProcessEffects | Apply several post process effects to mimic a filmic look
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r_useFilmicPostProcessing | Apply several post process effects to mimic a filmic look
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## Modding Support
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Name | Description
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@ -95,6 +95,8 @@ The main goal is that the new content looks the same in RBDOOM-3-BFG as in Blend
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* Bumped the static vertex cache limit of 31 MB to roughly ~ 128 MB to help with some custom models and maps by the Doom 3 community
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* Renamed r_useFilmicPostProcessEffects to r_useFilmicPostProcessing
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_______________________________________
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@ -6003,7 +6003,7 @@ void idRenderBackend::PostProcess( const void* data )
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{
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// only do the post process step if resolution scaling is enabled. Prevents the unnecessary copying of the framebuffer and
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// corresponding full screen quad pass.
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if( rs_enable.GetInteger() == 0 && !r_useFilmicPostProcessEffects.GetBool() && r_antiAliasing.GetInteger() == 0 )
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if( rs_enable.GetInteger() == 0 && !r_useFilmicPostProcessing.GetBool() && r_antiAliasing.GetInteger() == 0 )
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{
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return;
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}
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@ -6113,7 +6113,7 @@ void idRenderBackend::PostProcess( const void* data )
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#endif
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}
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if( r_useFilmicPostProcessEffects.GetBool() )
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if( r_useFilmicPostProcessing.GetBool() )
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{
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globalImages->currentRenderImage->CopyFramebuffer( viewport.x1, viewport.y1, viewport.GetWidth(), viewport.GetHeight() );
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@ -1133,7 +1133,7 @@ extern idCVar r_hdrDebug;
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extern idCVar r_ldrContrastThreshold;
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extern idCVar r_ldrContrastOffset;
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extern idCVar r_useFilmicPostProcessEffects;
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extern idCVar r_useFilmicPostProcessing;
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extern idCVar r_forceAmbient;
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extern idCVar r_useSSGI;
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@ -280,7 +280,7 @@ idCVar r_hdrDebug( "r_hdrDebug", "0", CVAR_RENDERER | CVAR_FLOAT, "show scene lu
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idCVar r_ldrContrastThreshold( "r_ldrContrastThreshold", "1.1", CVAR_RENDERER | CVAR_FLOAT, "" );
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idCVar r_ldrContrastOffset( "r_ldrContrastOffset", "3", CVAR_RENDERER | CVAR_FLOAT, "" );
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idCVar r_useFilmicPostProcessEffects( "r_useFilmicPostProcessEffects", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "apply several post process effects to mimic a filmic look" );
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idCVar r_useFilmicPostProcessing( "r_useFilmicPostProcessing", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "apply several post process effects to mimic a filmic look" );
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#if defined( USE_VULKAN )
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idCVar r_forceAmbient( "r_forceAmbient", "0.2", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "render additional ambient pass to make the game less dark", 0.0f, 0.75f );
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