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OpenGL2: Fix brightness when r_autoExposure is disabled
The game world is too dark when r_autoExposure is disabled. It can be fixed by setting (cheat) r_cameraExposure to 1 but then the game is too bright when r_autoExposure is enabled. So default r_cameraExposure to 1 and make auto exposure subtract 1 from r_cameraExposure value.
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2 changed files with 2 additions and 2 deletions
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@ -1218,7 +1218,7 @@ void R_Register( void )
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r_forceAutoExposureMin = ri.Cvar_Get( "r_forceAutoExposureMin", "-2.0", CVAR_CHEAT );
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r_forceAutoExposureMin = ri.Cvar_Get( "r_forceAutoExposureMin", "-2.0", CVAR_CHEAT );
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r_forceAutoExposureMax = ri.Cvar_Get( "r_forceAutoExposureMax", "2.0", CVAR_CHEAT );
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r_forceAutoExposureMax = ri.Cvar_Get( "r_forceAutoExposureMax", "2.0", CVAR_CHEAT );
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r_cameraExposure = ri.Cvar_Get( "r_cameraExposure", "0", CVAR_CHEAT );
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r_cameraExposure = ri.Cvar_Get( "r_cameraExposure", "1", CVAR_CHEAT );
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r_depthPrepass = ri.Cvar_Get( "r_depthPrepass", "1", CVAR_ARCHIVE );
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r_depthPrepass = ri.Cvar_Get( "r_depthPrepass", "1", CVAR_ARCHIVE );
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r_ssao = ri.Cvar_Get( "r_ssao", "0", CVAR_LATCH | CVAR_ARCHIVE );
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r_ssao = ri.Cvar_Get( "r_ssao", "0", CVAR_LATCH | CVAR_ARCHIVE );
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@ -82,7 +82,7 @@ void RB_ToneMap(FBO_t *hdrFbo, ivec4_t hdrBox, FBO_t *ldrFbo, ivec4_t ldrBox, in
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// tonemap
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// tonemap
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color[0] =
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color[0] =
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color[1] =
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color[1] =
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color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value);
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color[2] = pow(2, r_cameraExposure->value - autoExposure); //exp2(r_cameraExposure->value);
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color[3] = 1.0f;
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color[3] = 1.0f;
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if (autoExposure)
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if (autoExposure)
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