diff --git a/doc/020_installation.md b/doc/020_installation.md index 61849e9e..b57d5543 100644 --- a/doc/020_installation.md +++ b/doc/020_installation.md @@ -261,7 +261,6 @@ To compile Yamagi Quake II from source the following dependencies * An OpenAL implementation, *openal-soft* is highly recommended. * libcurl. * SDL 2.0. -* Vulkan Headers version 1.2 or higher. While Yamagi Quake II ships with an CMakeFile.txt using the GNU Makefile for release builds is recommended. The GNU Makefile offers more options @@ -289,14 +288,12 @@ Studio. The build dependencies can be installed with: * On Arch Linux based distributions: `pacman -S base-devel mesa openal - curl sdl2 vulkan-headers` + curl sdl2` * On Debian based distributions: `apt install build-essential - libgl1-mesa-dev libsdl2-dev libopenal-dev libcurl4-openssl-dev - libvulkan-dev` -* On FreeBSD: `pkg install gmake libGL sdl2 openal-soft curl - vulkan-headers` + libgl1-mesa-dev libsdl2-dev libopenal-dev libcurl4-openssl-dev` +* On FreeBSD: `pkg install gmake libGL sdl2 openal-soft curl` * On MacOS the dependencies can be installed with Homebrew (from - https://brew.sh): `brew install sdl2 openal-soft vulkan-headers` + https://brew.sh): `brew install sdl2 openal-soft` Other distributions or platforms often have package named similar to the Debian or FreeBSD packages. diff --git a/doc/030_configuration.md b/doc/030_configuration.md index f0aca4e7..4faf161a 100644 --- a/doc/030_configuration.md +++ b/doc/030_configuration.md @@ -20,22 +20,16 @@ Yamagi Quake II ships with 4 renderers: * The **OpenGL 1.4** renderer: This is a slightly enhanced version of the original OpenGL renderer shipped in 1997 with the retail release. It's provided for older graphics cards, not able to run the OpenGL 3.2 - or Vulkan renderer. The OpenGL 1.4 renderer has some limitations. The - look and feel is highly dependent on the GPU driver and the platforms - OpenGL implementation, especially the texture rendering may vary to a - wide margin. The global lighting may not be rendered correctly, - especially liquids may be too dark or too bright. + renderer. The OpenGL 1.4 renderer has some limitations. The look and + feel is highly dependent on the GPU driver and the platforms OpenGL + implementation, especially the texture rendering may vary to a wide + margin. The global lighting may not be rendered correctly, especially + liquids may be too dark or too bright. * The **Software** renderer: Shipped for historical reasons only. - Setting the OpenGL 3.2 or Vulkan renderer to match the software - renderers look and feel is often the better choice, since it's faster - and provides colored lighting. The software renderer may show some - rendering errors on widescreen resolutions. -* The **Vulkan** renderer: The Vulkan renderer was ported from vkQuake2 - to support plattform with no or bad OpenGL 3.2 support. Like the - OpenGL 3.2 renderer the look and feel is always the same, regardless - of the GPU driver. It's lightning rendering matches the OpenGL 1.4 - renderer. Unlike the OpenGL renderers the underwater warp effect is - supported. + Setting the OpenGL 3.2 renderer to match the software renderers look + and feel is often the better choice, since it's faster and provides + colored lighting. The software renderer may show some rendering errors + on widescreen resolutions. ## Choosing a Sound System @@ -242,11 +236,6 @@ The OpenGL 3.2 renderer: * `gl3_particle_square`: When set to `1` the particles are rendered as squares. -The Vulkanrenderer: -* `vk_pixelsize`: Pixelates the image, simulating a lower resolution. -* `vk_texturemode`: Set to `VK_MIPMAP_LINEAR` to disable the texture - filtering, giving a classic pixel look. - ## Retexturing Packs diff --git a/doc/040_cvarlist.md b/doc/040_cvarlist.md index 42550afb..ebd9d3dc 100644 --- a/doc/040_cvarlist.md +++ b/doc/040_cvarlist.md @@ -305,9 +305,8 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable` show. * **vid_renderer**: Selects the renderer library. Possible options are - `gl1` (the default) for the old OpenGL 1.4 renderer, `gl3` for the new - OpenGL 3.2 renderer, `soft` for the software renderer and `vk` for the - Vulkan renderer. + `gl1` (the default) for the old OpenGL 1.4 renderer, `gl3` for the + OpenGL 3.2 renderer and `soft` for the software renderer. ## Graphics (GL renderers only) @@ -377,94 +376,6 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable` less optimal for the default gun field of view of 80. -## Graphics (Vulkan only) - -* **vk_validation**: Toggle validation layers: - * `0` - disabled (default in Release) - * `1` - only errors and warnings - * `2` - best-practices validation - -* **vk_strings**: Print some basic Vulkan/GPU information. - -* **vk_mem**: Print dynamic vertex/index/uniform/triangle fan buffer - memory usage statistics. - -* **vk_device**: Specify index of the preferred Vulkan device on systems - with multiple GPUs: - * `-1` - prefer first DISCRETE_GPU (default) - * `0..n` - use device #n (full list of devices is returned by - `vk_strings` command) - -* **vk_sampleshading**: Toggle sample shading for MSAA. (default: `1`) - -* **vk_flashblend**: Toggle the blending of lights onto the environment. - (default: `0`) - -* **vk_polyblend**: Blend fullscreen effects: blood, powerups etc. - (default: `1`) - -* **vk_skymip**: Toggle the usage of mipmap information for the sky - graphics. (default: `0`) - -* **vk_finish**: Inserts a `vkDeviceWaitIdle()` call on frame render - start (default: `0`). Don't use this, it's there just for the sake of - having a `gl_finish` equivalent! - -* **vk_custom_particles**: Toggle particles type: - * `0` - textured triangles for particle rendering - * `1` - between using POINT_LIST (default) - * `2` - textured square for particle rendering - -* **vk_particle_size**: Rendered particle size. (default: `40`) - -* **vk_particle_att_a**: Intensity of the particle A attribute. - (default: `0.01`) - -* **vk_particle_att_b**: Intensity of the particle B attribute. - (default: `0`) - -* **vk_particle_att_c**: Intensity of the particle C attribute. - (default: `0.01`) - -* **vk_particle_min_size**: The minimum size of a rendered particle. - (default: `2`) - -* **vk_particle_max_size**: The maximum size of a rendered particle. - (default: `40`) - -* **vk_picmip**: Shrink factor for the textures. (default: `0`) - -* **vk_pixel_size**: Pixel size when rendering the world, used to simulate - lower screen resolutions. The value represents the length, in pixels, of the - side of each pixel block. For example, with size 2 pixels are 2x2 squares, - and at 1600x1200 the image is effectively an upscaled 800x600 image. - (default: `1`) - -* **vk_dynamic**: Use dynamic lighting. (default: `1`) - -* **vk_showtris**: Display mesh triangles. (default: `0`) - -* **vk_lightmap**: Display lightmaps. (default: `0`) - -* **vk_postprocess**: Toggle additional color/gamma correction. - (default: `1`) - -* **vk_mip_nearfilter**: Use nearest-neighbor filtering for mipmaps. - (default: `0`) - -* **vk_texturemode**: Change current texture filtering mode: - * `VK_NEAREST` - nearest-neighbor interpolation, no mipmaps - * `VK_LINEAR` - linear interpolation, no mipmaps - * `VK_MIPMAP_NEAREST` - nearest-neighbor interpolation with mipmaps - * `VK_MIPMAP_LINEAR` - linear interpolation with mipmaps (default) - -* **vk_lmaptexturemode**: Same as `vk_texturemode` but applied to - lightmap textures. - -* **vk_underwater**: Warp the scene if underwater. Set to `0` to disable - the effect. Defaults to `1`. - - ## cvar operations cvar operations are special commands that allow the programmatic