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Fix OpenGL2 readme missing text in md
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@ -1,4 +1,4 @@
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OpenGL2
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# OpenGL2
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<insert ascii art here>
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<insert ascii art here>
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OpenGL2 is an alternate renderer for ioquake3. It aims to implement modern
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OpenGL2 is an alternate renderer for ioquake3. It aims to implement modern
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@ -398,7 +398,7 @@ The first thing to notice is that this is basically the same as old Quake 3
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shader files. The next thing to notice are the new keywords. Here is what
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shader files. The next thing to notice are the new keywords. Here is what
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they mean:
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they mean:
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stage <type>
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`stage <type>`
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- State how this imagemap will be used by OpenGL2:
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- State how this imagemap will be used by OpenGL2:
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diffuseMap - Standard, same as no stage entry
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diffuseMap - Standard, same as no stage entry
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normalMap - Image will be used as a normal map
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normalMap - Image will be used as a normal map
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@ -407,7 +407,7 @@ they mean:
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specularMap - Image will be used as a specular map with
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specularMap - Image will be used as a specular map with
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alpha treated as shininess.
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alpha treated as shininess.
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specularReflectance <value>
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`specularReflectance <value>`
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- State how metallic this material is. Metals typically have a high
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- State how metallic this material is. Metals typically have a high
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specular and a low diffuse, so this is typically high for them, and low
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specular and a low diffuse, so this is typically high for them, and low
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for other materials, such as plastic. For typical values for various
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for other materials, such as plastic. For typical values for various
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@ -415,18 +415,18 @@ they mean:
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down to the reflection calculator and look up its reflectance. Default
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down to the reflection calculator and look up its reflectance. Default
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is 0.04, since most materials aren't metallic.
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is 0.04, since most materials aren't metallic.
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specularExponent <value>
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`specularExponent <value>`
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- State how shiny this material is. Note that this is modulated by the
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- State how shiny this material is. Note that this is modulated by the
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alpha channel of the specular map, so if it were set to 16, and the alpha
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alpha channel of the specular map, so if it were set to 16, and the alpha
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channel of the specular map was set to 0.5, then the shininess would be
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channel of the specular map was set to 0.5, then the shininess would be
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set to 8. Default 256.
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set to 8. Default 256.
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normalScale <x> <y>
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`normalScale <x> <y>`
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- State the X and Y scales of the normal map. This is useful for increasing
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- State the X and Y scales of the normal map. This is useful for increasing
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or decreasing the "strength" of the normal map, or entering negative values
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or decreasing the "strength" of the normal map, or entering negative values
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to flip the X and/or Y values. Default 1 1.
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to flip the X and/or Y values. Default 1 1.
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parallaxDepth <value>
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`parallaxDepth <value>`
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- State the maximum depth of the parallax map. This is a fairly sensitive
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- State the maximum depth of the parallax map. This is a fairly sensitive
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value, and I recommend the default or lower. Default 0.05.
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value, and I recommend the default or lower. Default 0.05.
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@ -506,8 +506,7 @@ and is the equivalent for 'exactVertex'.
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This adds a new keyword to sky materials, q3gl2_sun. The syntax is:
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This adds a new keyword to sky materials, q3gl2_sun. The syntax is:
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q3gl2_sun <red> <green> <blue> <intensity> <degrees> <elevation>
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q3gl2_sun <red> <green> <blue> <intensity> <degrees> <elevation> <mapLightScale> <ambientLightScale>
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<mapLightScale> <ambientLightScale>
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Note the first six parameters are the same as in q3map_sun or q3map_sunExt,
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Note the first six parameters are the same as in q3map_sun or q3map_sunExt,
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and the last two indicate scaling factors for the map brightness and an ambient
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and the last two indicate scaling factors for the map brightness and an ambient
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@ -519,21 +518,21 @@ There are currently two ways to use this in your own (and other people's) maps.
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'q3gl2_sun' line after your 'q3map_sun' line in your sky material, like
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'q3gl2_sun' line after your 'q3map_sun' line in your sky material, like
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so:
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so:
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textures/skies/bluesky
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textures/skies/bluesky
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{
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{
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qer_editorimage textures/skies/bluesky.jpg
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qer_editorimage textures/skies/bluesky.jpg
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surfaceparm nomarks
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surfaceparm nomarks
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surfaceparm noimpact
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surfaceparm noimpact
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surfaceparm nolightmap
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surfaceparm nolightmap
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surfaceparm sky
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surfaceparm sky
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q3map_sunExt 240 238 200 100 195 35 3 16
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q3map_sunExt 240 238 200 100 195 35 3 16
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q3gl2_sun 240 238 200 50 195 35 1.0 0.2
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q3gl2_sun 240 238 200 50 195 35 1.0 0.2
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q3map_skylight 50 16
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q3map_skylight 50 16
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q3map_lightimage $whiteimage
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q3map_lightimage $whiteimage
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skyparms env/bluesky - -
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skyparms env/bluesky - -
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}
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}
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The advantages with this method are that your map will continue to work
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The advantages with this method are that your map will continue to work
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with the old renderer with the sunlight baked into the lightmap, and it
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with the old renderer with the sunlight baked into the lightmap, and it
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@ -543,20 +542,20 @@ There are currently two ways to use this in your own (and other people's) maps.
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2. Set r_sunlightMode to 2 and use 'q3gl2_sun' instead of 'q3map_sun' or
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2. Set r_sunlightMode to 2 and use 'q3gl2_sun' instead of 'q3map_sun' or
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'q3map_sunExt', like so:
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'q3map_sunExt', like so:
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textures/skies/bluesky
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textures/skies/bluesky
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{
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{
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qer_editorimage textures/skies/bluesky.jpg
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qer_editorimage textures/skies/bluesky.jpg
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surfaceparm nomarks
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surfaceparm nomarks
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surfaceparm noimpact
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surfaceparm noimpact
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surfaceparm nolightmap
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surfaceparm nolightmap
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surfaceparm sky
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surfaceparm sky
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q3gl2_sun 240 238 200 50 195 35 0.5 0.2
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q3gl2_sun 240 238 200 50 195 35 0.5 0.2
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q3map_skylight 50 16
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q3map_skylight 50 16
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q3map_lightimage $whiteimage
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q3map_lightimage $whiteimage
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skyparms env/bluesky - -
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skyparms env/bluesky - -
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}
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}
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The advantages with this method are that you don't get the artifacts that
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The advantages with this method are that you don't get the artifacts that
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characterize the other method, and your map compiles a lot faster without
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characterize the other method, and your map compiles a lot faster without
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@ -571,8 +570,7 @@ There are currently two ways to use this in your own (and other people's) maps.
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This adds a new keyword to sky materials, q3gl2_tonemap. The syntax is:
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This adds a new keyword to sky materials, q3gl2_tonemap. The syntax is:
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q3gl2_tonemap <toneMapMin> <toneMapAvg> <toneMapMax <autoExposureMin>
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q3gl2_tonemap <toneMapMin> <toneMapAvg> <toneMapMax> <autoExposureMin> <autoExposureMax>
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<autoExposureMax>
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Each of these settings corresponds to a matching cvar, so you can view and
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Each of these settings corresponds to a matching cvar, so you can view and
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adjust the effect before settling on fixed settings.
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adjust the effect before settling on fixed settings.
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