Remove ref_vk from the documentation.

This commit is contained in:
Yamagi 2021-05-27 17:15:54 +02:00
parent ce10213d91
commit 0838faf120
3 changed files with 15 additions and 118 deletions

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@ -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.

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@ -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

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@ -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