FTE: fix vid_srgb for real?

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Ian 2023-02-14 16:07:54 -05:00 committed by GitHub
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commit 93703b895e
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@ -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"