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