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Updated readme/release notes
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README.txt
15
README.txt
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@ -303,7 +303,7 @@ __________________________________________
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- Changed light interaction shaders to use Half-Lambert lighting like in Half-Life 2 to
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make the game less dark. https://developer.valvesoftware.com/wiki/Half_Lambert
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- True 64 bit HDR lighting with adaptive tone mapping
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- True 64 bit HDR lighting with adaptive tone mapping and gamma-correct rendering in linear RGB space
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- Enhanced Subpixel Morphological Antialiasing
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For more information see "Anti-Aliasing Methods in CryENGINE 3" and the docs at http://www.iryoku.com/smaa/
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@ -321,7 +321,13 @@ r_antiAliasing - Different Anti-Aliasing modes
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r_useShadowMapping [0 or 1] - Use soft shadow mapping instead of hard stencil shadows
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r_useHDR [0 or 1] - Use High Dynamic Range lighting with adaptive tone mapping
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r_useHDR [0 or 1] - Use High Dynamic Range lighting
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r_hdrAutoExposure [0 or 1] - Adaptive tonemapping with HDR
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This allows to have very bright or very dark scenes but the camera will adopt 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
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This is what you change in the video brightness options
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r_useFilmicPostProcessEffects [0 or 1] - Apply several post process effects to mimic a filmic look"
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@ -331,9 +337,12 @@ ___________________________________________________
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10) KNOWN ISSUES
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__________________________________________
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Doom 3 wasn't designed to work with shadow maps so:
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- HDR does not work with old-school stencil shadows
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- MSAA antiliasing modes don't work with HDR: Use SMAA
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- Some lights cause shadow acne with shadow mapping
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- Some shadows might almost disappear due to the shadow filtering
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___________________________________________________
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@ -17,7 +17,7 @@ _______________________________________
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TBD - RBDOOM-3-BFG 1.1.0
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_______________________________
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- True 64 bit HDR lighting with adaptive filmic tone mapping
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- True 64 bit HDR lighting with adaptive filmic tone mapping and gamma-correct rendering in linear RGB space
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- Enhanced Subpixel Morphological Antialiasing
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For more information see "Anti-Aliasing Methods in CryENGINE 3" and the docs at http://www.iryoku.com/smaa/
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@ -30,6 +30,9 @@ _______________________________
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- Additional ambient render pass to make the game less dark similar to the Quake 4 r_forceAmbient technique
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- Screen Space Ambient Occlusion http://graphics.cs.williams.edu/papers/SAOHPG12/
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- Did some fine tuning to the Half-Lambert lighting curve so bump mapping doesn't loose too much details
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_______________________________________
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@ -1187,7 +1187,12 @@ void idConsoleLocal::DrawSolidConsole( float frac )
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renderSystem->SetColor( idStr::ColorForIndex( C_COLOR_CYAN ) );
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idStr version = va( "%s.%i.%i", ENGINE_VERSION, BUILD_NUMBER, BUILD_NUMBER_MINOR );
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// RB begin
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//idStr version = va( "%s.%i.%i", ENGINE_VERSION, BUILD_NUMBER, BUILD_NUMBER_MINOR );
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idStr version = va( "%s %s %s %s", ENGINE_VERSION, BUILD_STRING, __DATE__, __TIME__ );
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//idStr version = com_version.GetString();
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// RB end
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i = version.Length();
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for( x = 0; x < i; x++ )
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