From a0d2e851cdc15080c75ef829d914eac3a52e1d3a Mon Sep 17 00:00:00 2001 From: "Zachary J. Slater" Date: Thu, 4 Jun 2015 22:54:46 -0700 Subject: [PATCH] s/.txt/.md/ Initial pass at moving the opengl readme from plaintext to markdown. Probably screwed up a lot of stuff. --- opengl2-readme.txt => opengl2-readme.md | 125 ++++++++++++------------ 1 file changed, 64 insertions(+), 61 deletions(-) rename opengl2-readme.txt => opengl2-readme.md (84%) diff --git a/opengl2-readme.txt b/opengl2-readme.md similarity index 84% rename from opengl2-readme.txt rename to opengl2-readme.md index 5c4cb60b..ccf89751 100644 --- a/opengl2-readme.txt +++ b/opengl2-readme.md @@ -52,7 +52,9 @@ For Win32: 1. Start ioquake3. (ioquake3.x86.exe on Win32) -2. Open the console (default key ~) and type '/cl_renderer opengl2; vid_restart' +2. Open the console (the default key is tilde ~) and type +`/cl_renderer opengl2` and press enter +`/vid_restart` then press enter again. 3. Enjoy. @@ -62,94 +64,94 @@ For Win32: ------------------------------------------------------------------------------- Cvars for simple rendering features: - r_ext_compressed_textures - Automatically compress textures. + +* `r_ext_compressed_textures` - Automatically compress textures. 0 - No texture compression. (default) 1 - DXT/LATC texture compression if supported. 2 - BPTC texture compression if supported. - r_ext_framebuffer_multisample - Multisample Anti-aliasing. +* `r_ext_framebuffer_multisample` - Multisample Anti-aliasing. 0 - None. (default) 1-16 - Some. 17+ - Too much! - r_ssao - Enable screen-space ambient occlusion. +* `r_ssao` - Enable screen-space ambient occlusion. Currently eats framerate and has some visible artifacts. 0 - No. (default) 1 - Yes. Cvars for HDR and tonemapping: - r_hdr - Do scene rendering in a framebuffer with + + * `r_hdr` - Do scene rendering in a framebuffer with high dynamic range. (Less banding, and exposure changes look much better) 0 - No. 1 - Yes. (default) - r_cameraExposure - Cheat. Alter brightness, in powers of two. +* `r_cameraExposure` - Cheat. Alter brightness, in powers of two. -2 - 4x as dark. 0 - Normal. (default) 0.5 - Sqrt(2)x as bright. 2 - 4x as bright. - r_postProcess - Enable post-processing. +* `r_postProcess` - Enable post-processing. 0 - No. 1 - Yes. (default) - r_toneMap - Enable tone mapping. Requires +* `r_toneMap` - Enable tone mapping. Requires r_hdr and r_postProcess. 0 - No. 1 - Yes. (default) - r_forceToneMap - Cheat. Override built-in and map tonemap - settings and use cvars r_forceToneMapAvg, - r_forceToneMapMin, and r_forceToneMapMax. +* `r_forceToneMap` - Cheat. Override built-in and map tonemap settings and use cvars r_forceToneMapAvg, r_forceToneMapMin, and r_forceToneMapMax. 0 - No. (default) 1 - Yes. - r_forceToneMapAvg - Cheat. Map average scene luminance to this +* `r_forceToneMapAvg` - Cheat. Map average scene luminance to this value, in powers of two. Requires r_forceToneMap. -2.0 - Dark. -1.0 - Kinda dark. (default). 2.0 - Too bright. - r_forceToneMapMin - Cheat. After mapping average, luminance +* `r_forceToneMapMin` - Cheat. After mapping average, luminance below this level is mapped to black. Requires r_forceToneMap. -5 - Not noticeable. -3.25 - Normal. (default) 0.0 - Too dark. - r_forceToneMapMin - Cheat. After mapping average, luminance +* `r_forceToneMapMin` - Cheat. After mapping average, luminance above this level is mapped to white. Requires r_forceToneMap. 0.0 - Too bright. 1.0 - Normal. (default). 2.0 - Washed out. - r_autoExposure - Do automatic exposure based on scene +* `r_autoExposure` - Do automatic exposure based on scene brightness. Hardcoded to -2 to 2 on maps that don't specify otherwise. Requires r_hdr, r_postprocess, and r_toneMap. 0 - No. 1 - Yes. (default) - r_forceAutoExposure - Cheat. Override built-in and map auto +* `r_forceAutoExposure` - Cheat. Override built-in and map auto exposure settings and use cvars r_forceAutoExposureMin and r_forceAutoExposureMax. 0 - No. (default) 1 - Yes. - r_forceAutoExposureMin - Cheat. Set minimum exposure to this value, +* `r_forceAutoExposureMin` - Cheat. Set minimum exposure to this value, in powers of two. Requires r_forceAutoExpsure. -3.0 - Dimmer. -2.0 - Normal. (default) -1.0 - Brighter. - r_forceAutoExposureMax - Cheat. Set maximum exposure to this value, +* `r_forceAutoExposureMax` - Cheat. Set maximum exposure to this value, in powers of two. Requires r_forceAutoExpsure. 1.0 - Dimmer. @@ -157,7 +159,8 @@ Cvars for HDR and tonemapping: 3.0 - Brighter. Cvars for advanced material usage: - r_normalMapping - Enable normal mapping for materials that + +* `r_normalMapping` - Enable normal mapping for materials that support it, and also specify advanced shading techniques. 0 - No. @@ -167,7 +170,7 @@ Cvars for advanced material usage: 3 - Yes, and use tri-Ace's Oren-Nayar reflectance model. - r_specularMapping - Enable specular mapping for materials that +* `r_specularMapping` - Enable specular mapping for materials that support it, and also specify advanced specular techniques. 0 - No. @@ -176,7 +179,7 @@ Cvars for advanced material usage: 3 - Yes, and use Cook-Torrance. 4 - Yes, and use Torrance-Sparrow. - r_deluxeMapping - Enable deluxe mapping. (Map is compiled +* `r_deluxeMapping` - Enable deluxe mapping. (Map is compiled with light directions.) Even if the map doesn't have deluxe mapping compiled in, an approximation based on the lightgrid @@ -184,27 +187,27 @@ Cvars for advanced material usage: 0 - No. 1 - Yes. (default) - r_parallaxMapping - Enable parallax mapping for materials that +* `r_parallaxMapping` - Enable parallax mapping for materials that support it. 0 - No. (default) 1 - Use parallax occlusion mapping. 2 - Use relief mapping. (slower) - r_baseSpecular - Set the specular reflectance of materials +* `r_baseSpecular` - Set the specular reflectance of materials which don't include a specular map or use the specularReflectance keyword. 0 - No. 0.04 - Realistic. (default) 1.0 - Ack. - r_baseGloss - Set the glossiness of materials which don't +* `r_baseGloss` - Set the glossiness of materials which don't include a specular map or use the specularExponent keyword. 0 - Rough. 0.3 - Default. 1.0 - Shiny. - r_baseNormalX - Set the scale of the X values from normal +* `r_baseNormalX` - Set the scale of the X values from normal maps when the normalScale keyword is not used. -1 - Flip X. @@ -212,7 +215,7 @@ Cvars for advanced material usage: 1 - Normal X. (default) 2 - Double X. - r_baseNormalY - Set the scale of the Y values from normal +* `r_baseNormalY` - Set the scale of the Y values from normal maps when the normalScale keyword is not used. -1 - Flip Y. @@ -220,7 +223,7 @@ Cvars for advanced material usage: 1 - Normal Y. (default) 2 - Double Y. - r_baseParallax - Sets the scale of the parallax effect for +* `r_baseParallax` - Sets the scale of the parallax effect for materials when the parallaxDepth keyword is not used. 0 - No depth. @@ -229,7 +232,8 @@ Cvars for advanced material usage: 0.1 - Looks broken. Cvars for image interpolation and generation: - r_imageUpsample - Use interpolation to artifically increase + +* `r_imageUpsample` - Use interpolation to artifically increase the resolution of all textures. Looks good in certain circumstances. 0 - No. (default) @@ -237,50 +241,48 @@ Cvars for image interpolation and generation: 2 - 4x size. 3 - 8x size, etc - r_imageUpsampleMaxSize - Maximum texture size when upsampling +* `r_imageUpsampleMaxSize` - Maximum texture size when upsampling textures. 1024 - Default. 2048 - Really nice. 4096 - Really slow. 8192 - Crash. - r_imageUpsampleType - Type of interpolation when upsampling +* `r_imageUpsampleType` - Type of interpolation when upsampling textures. 0 - None. (probably broken) 1 - Bad but fast (default, FCBI without second derivatives) 2 - Okay but slow (normal FCBI) - r_genNormalMaps - Naively generate normal maps for all +* `r_genNormalMaps* - Naively generate normal maps for all textures. 0 - Don't. (default) 1 - Do. Cvars for the sunlight and cascaded shadow maps: - r_forceSun - Cheat. Force sunlight and shadows, using sun - position from sky material. + +* `r_forceSun` - Cheat. Force sunlight and shadows, using sun position from sky material. 0 - Don't. (default) 1 - Do. 2 - Sunrise, sunset. - r_forceSunMapLightScale - Cheat. Scale map brightness by this factor +* `r_forceSunMapLightScale` - Cheat. Scale map brightness by this factor when r_forceSun 1. 1.0 - Default - r_forceSunLightScale - Cheat. Scale sun brightness by this factor +* `r_forceSunLightScale` - Cheat. Scale sun brightness by this factor when r_forceSun 1. 1.0 - Default - - r_forceSunAmbientScale - Cheat. Scale sun ambient brightness by this - factor when r_forceSun 1. - 0.5 - Default - r_sunShadows - Enable sunlight and cascaded shadow maps for +* `r_forceSunAmbientScale` - Cheat. Scale sun ambient brightness by this factor when r_forceSun 1. 0.5 - Default + +* `r_sunShadows` - Enable sunlight and cascaded shadow maps for it on maps that support it. 0 - No. 1 - Yes. (default) - r_sunlightMode - Specify the method used to add sunlight to +* `r_sunlightMode` - Specify the method used to add sunlight to the scene. 0 - No. 1 - Multiply lit areas by light scale, and @@ -290,13 +292,13 @@ Cvars for the sunlight and cascaded shadow maps: and doesn't integrate well with existing maps. - r_shadowFilter - Enable filtering shadows for a smoother +* `r_shadowFilter` - Enable filtering shadows for a smoother look. 0 - No. 1 - Some. (default) 2 - Much. - r_shadowMapSize - Size of each cascaded shadow map. +* `r_shadowMapSize` - Size of each cascaded shadow map. 256 - 256x256, ugly, probably shouldn't go below this. 512 - 512x512, passable. @@ -306,77 +308,78 @@ Cvars for the sunlight and cascaded shadow maps: 2048. Cvars that you probably don't care about or shouldn't mess with: - r_mergeMultidraws - Optimize number of calls to + +* `r_mergeMultidraws` - Optimize number of calls to glMultiDrawElements(). 0 - Don't. 1 - Do some. (default) 2 - Do more than necessary (eats CPU). - r_mergeLeafSurfaces - Merge surfaces that share common materials +* `r_mergeLeafSurfaces` - Merge surfaces that share common materials and a common leaf. Speeds up rendering. 0 - Don't. 1 - Do. (default) - r_recalcMD3Normals - Recalculate the normals when loading an MD3. +* `r_recalcMD3Normals` - Recalculate the normals when loading an MD3. Fixes normal maps in some cases but looks ugly in others. 0 - Don't. (default) 1 - Do. - r_depthPrepass - Do a depth-only pass before rendering. +* `r_depthPrepass` - Do a depth-only pass before rendering. Speeds up rendering in cases where advanced features are used. Required for r_sunShadows. 0 - No. 1 - Yes. (default) - r_normalAmbient - Split map light into ambient and directed +* `r_normalAmbient` - Split map light into ambient and directed portions when doing deluxe mapping. Not very useful. 0 - Don't. (default). 0.3 - 30% ambient, 70% directed. 1.0 - 100% ambient. - r_mergeLightmaps - Merge the small (128x128) lightmaps into +* `r_mergeLightmaps` - Merge the small (128x128) lightmaps into 2 or fewer giant (4096x4096) lightmaps. Easy speedup. 0 - Don't. 1 - Do. (default) - r_shadowCascadeZNear - Near plane for shadow cascade frustums. +* `r_shadowCascadeZNear` - Near plane for shadow cascade frustums. 4 - Default. - r_shadowCascadeZFar - Far plane for shadow cascade frustums. +* `r_shadowCascadeZFar` - Far plane for shadow cascade frustums. 3072 - Default. - r_shadowCascadeZBias - Z-bias for shadow cascade frustums. +* `r_shadowCascadeZBias` - Z-bias for shadow cascade frustums. -256 - Default. - r_materialGamma - Gamma level for material textures. +* `r_materialGamma` - Gamma level for material textures. (diffuse, specular) 1.0 - Quake 3, fastest. (default) - r_lightGamma - Gamma level for light. +* `r_lightGamma` - Gamma level for light. (lightmap, lightgrid, vertex lights) 1.0 - Quake 3, fastest. (default) - r_framebufferGamma - Gamma level for framebuffers. +* `r_framebufferGamma` - Gamma level for framebuffers. 1.0 - Quake 3, fastest. (default) - r_tonemapGamma - Gamma applied after tonemapping. +* `r_tonemapGamma` - Gamma applied after tonemapping. 1.0 - Quake 3, fastest. (default) Cvars that have broken bits: - r_dlightMode - Change how dynamic lights look. + +* `r_dlightMode` - Change how dynamic lights look. 0 - Quake 3 style dlights, fake brightening. (default) 1 - Actual lighting, no shadows. 2 - Light and shadows. (broken) - r_pshadowDist - Virtual camera distance when creating shadow - maps for projected shadows. Deprecated. - - cg_shadows - Old shadow code. Deprecated. +* `r_pshadowDist` - Virtual camera distance when creating shadowmaps for projected shadows. Deprecated. + +* `cg_shadows` - Old shadow code. Deprecated. -------------------------------------------------------------------------------