From 7beff8bc7e6192597be56ea7a8c3ae725743f417 Mon Sep 17 00:00:00 2001 From: SmileTheory Date: Tue, 22 Apr 2014 19:50:39 -0700 Subject: [PATCH] OpenGL2: Remove misleading documentation for gamma cvars. --- opengl2-readme.txt | 92 +++++++--------------------------------------- 1 file changed, 14 insertions(+), 78 deletions(-) diff --git a/opengl2-readme.txt b/opengl2-readme.txt index a08c0611..77721832 100644 --- a/opengl2-readme.txt +++ b/opengl2-readme.txt @@ -18,7 +18,6 @@ compatibility with existing Quake 3 mods. - Texture upsampling. - Advanced materials support. - Advanced shading and specular methods. - - Separate material/light/framebuffer/tonemap gamma. - LATC and BPTC texture compression support. - Screen-space ambient occlusion. @@ -311,29 +310,6 @@ Cvars for the sunlight and cascaded shadow maps: 4096 - 4096x4096, indistinguishable from 2048. -Cvars for adjusting gamma values: - r_materialGamma - Gamma level for material textures. - (diffuse, specular) - 1.0 - Quake 3, fastest. (default) - 2.0 - More accurate, slower. - 2.2 - Most accurate, slowest. - - r_lightGamma - Gamma level for light. - (lightmap, lightgrid, vertex lights) - 1.0 - Quake 3, fastest. (default) - 2.0 - More accurate, slower. - 2.2 - Most accurate, slowest. - - r_framebufferGamma - Gamma level for framebuffers. - 1.0 - Quake 3, fastest. (default) - 2.0 - More accurate, slower. - 2.2 - Most accurate, slowest. - - r_tonemapGamma - Gamma applied after tonemapping. - 1.0 - Quake 3, fastest. (default) - 2.0 - More accurate, slower. - 2.2 - Most accurate, slowest. - Cvars that you probably don't care about or shouldn't mess with: r_mergeMultidraws - Optimize number of calls to glMultiDrawElements(). @@ -381,7 +357,20 @@ Cvars that you probably don't care about or shouldn't mess with: r_shadowCascadeZBias - Z-bias for shadow cascade frustums. -256 - Default. - + r_materialGamma - Gamma level for material textures. + (diffuse, specular) + 1.0 - Quake 3, fastest. (default) + + r_lightGamma - Gamma level for light. + (lightmap, lightgrid, vertex lights) + 1.0 - Quake 3, fastest. (default) + + r_framebufferGamma - Gamma level for framebuffers. + 1.0 - Quake 3, fastest. (default) + + r_tonemapGamma - Gamma applied after tonemapping. + 1.0 - Quake 3, fastest. (default) + Cvars that have broken bits: r_dlightMode - Change how dynamic lights look. 0 - Quake 3 style dlights, fake @@ -615,59 +604,6 @@ Each of these settings corresponds to a matching cvar, so you can view and adjust the effect before settling on fixed settings. -------------------------------------------------------------------------------- - MATERIAL/LIGHT/FRAMEBUFFER/TONEMAP GAMMA -------------------------------------------------------------------------------- - -This adds four cvars, r_materialGamma, r_lightGamma, r_framebufferGamma, and -r_tonemapGamma. These adjust the gamma levels of their corresponding texture -or color, allowing for more realistic lighting and shading. - -These settings are fastest: - - r_materialGamma 1 - r_lightGamma 1 - r_framebufferGamma 1 - r_tonemapGamma 1 - -This is the same as Quake 3 behaviour, where colors are not adjusted for gamma -until presentation to the screen. - -These settings are more accurate: - - r_materialGamma 2 - r_lightGamma 2 - r_framebufferGamma 2 - r_tonemapGamma 2 - -This converts diffuse/specular from gamma 2 space to linear space -(r_materialGamma 2), converts light values similarly (r_lightGamma 2), -converts those to the gamma 2 of the framebuffer (r_framebufferGamma 2), and -converts to a monitor gamma of 2 after tonemapping (r_tonemapGamma 2). - -These settings are the most accurate: - - r_materialGamma 2.2 - r_lightGamma 2.2 - r_framebufferGamma 2.2 - r_tonemapGamma 2.2 - -This is the same as the previous, except using a more correct gamma of 2.2, -which approximates sRGB. - -The only issue with these last two examples are that dlights aren't added -linearly, since they are still performed as a straight add to a non-linear -framebuffer. To fix this, these settings are possible: - - r_materialGamma 2.2 - r_lightGamma 2.2 - r_framebufferGamma 1.0 - r_tonemapGamma 2.2 - -But these cause UI draws to have the wrong gamma, as these are rendered after -tonemapping. I recommend the use of the second or third set of settings. - - ------------------------------------------------------------------------------- THANKS -------------------------------------------------------------------------------