From 93703b895ebbe61360b17806a031562ffccc8009 Mon Sep 17 00:00:00 2001 From: Ian Date: Tue, 14 Feb 2023 16:07:54 -0500 Subject: [PATCH] FTE: fix vid_srgb for real? --- pc/nzp/fte.cfg | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/pc/nzp/fte.cfg b/pc/nzp/fte.cfg index 5f9925c..a81e1b0 100644 --- a/pc/nzp/fte.cfg +++ b/pc/nzp/fte.cfg @@ -333,7 +333,7 @@ seta gl_blendsprites "0" //Specifies how sprites are blended. r_lightprepass "0" //Experimental. Attempt to use a different lighting mechanism (aka: deferred lighting). Requires vid_reload to take effect. vid_desktopgamma "0" //Apply gamma ramps upon the desktop rather than the window. seta vid_hardwaregamma "1" //Use hardware gamma ramps. 0=ugly texture-based gamma, 1=glsl(windowed) or hardware(fullscreen), 2=always glsl, 3=always hardware gamma (disabled if hardware doesn't support), 4=scene-only gamma. -vid_srgb "0" //-1: Only the framebuffer should use sRGB colourspace, textures and colours will be assumed to be linear. This has the effect of just brightening the screen according to a gamma ramp of about 2.2 (or .45 in quake's backwards gamma terms). +vid_srgb "1" //-1: Only the framebuffer should use sRGB colourspace, textures and colours will be assumed to be linear. This has the effect of just brightening the screen according to a gamma ramp of about 2.2 (or .45 in quake's backwards gamma terms). //0: Off. Colour blending will be wrong, you're likely to see obvious banding. //1: Use sRGB extensions/support to ensure that the lighting aproximately matches real-world lighting (required for PBR). //2: Attempt to use a linear floating-point framebuffer, which should enable monitor support for HDR. @@ -497,5 +497,3 @@ cfg_save_all "" //If 1, cfg_save ALWAYS saves all cvars. If 0, cfg_save net_compress "1" sv_nqplayerphysics "1" - -vid_srgb "1"