mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-10 07:12:07 +00:00
rename gl_anisotropic to r_anisotropic
This commit is contained in:
parent
ba38bf4f88
commit
49af62477a
11 changed files with 68 additions and 67 deletions
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@ -42,7 +42,7 @@ extern cvar_t *vid_gamma;
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extern cvar_t *vid_fullscreen;
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extern cvar_t *vid_renderer;
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static cvar_t *r_vsync;
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static cvar_t *gl_anisotropic;
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static cvar_t *r_anisotropic;
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static cvar_t *gl_msaa_samples;
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static menuframework_s s_opengl_menu;
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@ -126,11 +126,11 @@ AnisotropicCallback(void *s)
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if (list->curvalue == 0)
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{
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Cvar_SetValue("gl_anisotropic", 0);
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Cvar_SetValue("r_anisotropic", 0);
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}
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else
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{
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Cvar_SetValue("gl_anisotropic", pow(2, list->curvalue));
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Cvar_SetValue("r_anisotropic", pow(2, list->curvalue));
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}
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}
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@ -362,9 +362,9 @@ VID_MenuInit(void)
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r_vsync = Cvar_Get("r_vsync", "1", CVAR_ARCHIVE);
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}
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if (!gl_anisotropic)
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if (!r_anisotropic)
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{
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gl_anisotropic = Cvar_Get("gl_anisotropic", "0", CVAR_ARCHIVE);
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r_anisotropic = Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
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}
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if (!gl_msaa_samples)
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@ -462,13 +462,13 @@ VID_MenuInit(void)
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s_af_list.generic.callback = AnisotropicCallback;
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s_af_list.itemnames = pow2_names;
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s_af_list.curvalue = 0;
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if (gl_anisotropic->value)
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if (r_anisotropic->value)
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{
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do
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{
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s_af_list.curvalue++;
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} while (pow2_names[s_af_list.curvalue] &&
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pow(2, s_af_list.curvalue) <= gl_anisotropic->value);
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pow(2, s_af_list.curvalue) <= r_anisotropic->value);
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s_af_list.curvalue--;
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}
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@ -202,18 +202,18 @@ R_TextureMode(char *string)
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/* clamp selected anisotropy */
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if (gl_config.anisotropic)
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{
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if (gl_anisotropic->value > gl_config.max_anisotropy)
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if (r_anisotropic->value > gl_config.max_anisotropy)
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{
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ri.Cvar_SetValue("gl_anisotropic", gl_config.max_anisotropy);
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ri.Cvar_SetValue("r_anisotropic", gl_config.max_anisotropy);
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}
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else if (gl_anisotropic->value < 1.0)
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else if (r_anisotropic->value < 1.0)
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{
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ri.Cvar_SetValue("gl_anisotropic", 1.0);
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ri.Cvar_SetValue("r_anisotropic", 1.0);
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}
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}
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else
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{
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ri.Cvar_SetValue("gl_anisotropic", 0.0);
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ri.Cvar_SetValue("r_anisotropic", 0.0);
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}
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/* change all the existing mipmap texture objects */
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@ -228,10 +228,10 @@ R_TextureMode(char *string)
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gl_filter_max);
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/* Set anisotropic filter if supported and enabled */
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if (gl_config.anisotropic && gl_anisotropic->value)
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if (gl_config.anisotropic && r_anisotropic->value)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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gl_anisotropic->value);
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r_anisotropic->value);
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}
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}
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}
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@ -788,10 +788,10 @@ R_Upload32(unsigned *data, int width, int height, qboolean mipmap)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
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}
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if (mipmap && gl_config.anisotropic && gl_anisotropic->value)
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if (mipmap && gl_config.anisotropic && r_anisotropic->value)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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gl_anisotropic->value);
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r_anisotropic->value);
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}
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return res;
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}
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@ -124,7 +124,7 @@ cvar_t *r_vsync;
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cvar_t *gl_texturemode;
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cvar_t *gl1_texturealphamode;
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cvar_t *gl1_texturesolidmode;
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cvar_t *gl_anisotropic;
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cvar_t *r_anisotropic;
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cvar_t *r_lockpvs;
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cvar_t *gl_msaa_samples;
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@ -425,7 +425,7 @@ R_DrawParticles2(int num_particles, const particle_t particles[],
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vec3_t up, right;
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float scale;
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byte color[4];
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GLfloat vtx[3*num_particles*3];
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GLfloat tex[2*num_particles*3];
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GLfloat clr[4*num_particles*3];
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@ -433,7 +433,7 @@ R_DrawParticles2(int num_particles, const particle_t particles[],
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unsigned int index_tex = 0;
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unsigned int index_clr = 0;
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unsigned int j;
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R_Bind(r_particletexture->texnum);
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glDepthMask(GL_FALSE); /* no z buffering */
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glEnable(GL_BLEND);
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@ -505,7 +505,7 @@ R_DrawParticles2(int num_particles, const particle_t particles[],
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glDisableClientState( GL_VERTEX_ARRAY );
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glDisableClientState( GL_TEXTURE_COORD_ARRAY );
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glDisableClientState( GL_COLOR_ARRAY );
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glDisable(GL_BLEND);
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glColor4f(1, 1, 1, 1);
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glDepthMask(1); /* back to normal Z buffering */
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@ -523,12 +523,12 @@ R_DrawParticles(void)
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int i;
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unsigned char color[4];
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const particle_t *p;
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GLfloat vtx[3*r_newrefdef.num_particles];
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GLfloat clr[4*r_newrefdef.num_particles];
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unsigned int index_vtx = 0;
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unsigned int index_clr = 0;
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glDepthMask(GL_FALSE);
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glEnable(GL_BLEND);
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glDisable(GL_TEXTURE_2D);
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@ -1241,7 +1241,7 @@ R_Register(void)
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gl_texturemode = ri.Cvar_Get("gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE);
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gl1_texturealphamode = ri.Cvar_Get("gl1_texturealphamode", "default", CVAR_ARCHIVE);
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gl1_texturesolidmode = ri.Cvar_Get("gl1_texturesolidmode", "default", CVAR_ARCHIVE);
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gl_anisotropic = ri.Cvar_Get("gl_anisotropic", "0", CVAR_ARCHIVE);
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r_anisotropic = ri.Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
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r_lockpvs = ri.Cvar_Get("r_lockpvs", "0", 0);
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gl1_palettedtexture = ri.Cvar_Get("gl1_palettedtexture", "0", CVAR_ARCHIVE);
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@ -1681,11 +1681,11 @@ RI_BeginFrame(float camera_separation)
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}
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/* texturemode stuff */
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if (gl_texturemode->modified || (gl_config.anisotropic && gl_anisotropic->modified))
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if (gl_texturemode->modified || (gl_config.anisotropic && r_anisotropic->modified))
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{
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R_TextureMode(gl_texturemode->string);
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gl_texturemode->modified = false;
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gl_anisotropic->modified = false;
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r_anisotropic->modified = false;
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}
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if (gl1_texturealphamode->modified)
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@ -1756,11 +1756,11 @@ R_DrawBeam(entity_t *e)
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vec3_t direction, normalized_direction;
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vec3_t start_points[NUM_BEAM_SEGS], end_points[NUM_BEAM_SEGS];
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vec3_t oldorigin, origin;
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GLfloat vtx[3*NUM_BEAM_SEGS*4];
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unsigned int index_vtx = 0;
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unsigned int pointb;
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oldorigin[0] = e->oldorigin[0];
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oldorigin[1] = e->oldorigin[1];
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oldorigin[2] = e->oldorigin[2];
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@ -215,7 +215,7 @@ extern cvar_t *gl1_flashblend;
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extern cvar_t *r_modulate;
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extern cvar_t *gl_drawbuffer;
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extern cvar_t *r_vsync;
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extern cvar_t *gl_anisotropic;
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extern cvar_t *r_anisotropic;
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extern cvar_t *gl_texturemode;
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extern cvar_t *gl1_texturealphamode;
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extern cvar_t *gl1_texturesolidmode;
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@ -74,18 +74,18 @@ GL3_TextureMode(char *string)
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/* clamp selected anisotropy */
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if (gl3config.anisotropic)
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{
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if (gl_anisotropic->value > gl3config.max_anisotropy)
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if (r_anisotropic->value > gl3config.max_anisotropy)
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{
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ri.Cvar_SetValue("gl_anisotropic", gl3config.max_anisotropy);
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ri.Cvar_SetValue("r_anisotropic", gl3config.max_anisotropy);
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}
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else if (gl_anisotropic->value < 1.0)
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else if (r_anisotropic->value < 1.0)
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{
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ri.Cvar_SetValue("gl_anisotropic", 1.0);
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ri.Cvar_SetValue("r_anisotropic", 1.0);
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}
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}
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else
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{
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ri.Cvar_SetValue("gl_anisotropic", 0.0);
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ri.Cvar_SetValue("r_anisotropic", 0.0);
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}
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gl3image_t *glt;
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@ -101,9 +101,9 @@ GL3_TextureMode(char *string)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
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/* Set anisotropic filter if supported and enabled */
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if (gl3config.anisotropic && gl_anisotropic->value)
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if (gl3config.anisotropic && r_anisotropic->value)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_anisotropic->value);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, r_anisotropic->value);
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}
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}
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}
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@ -200,9 +200,9 @@ GL3_Upload32(unsigned *data, int width, int height, qboolean mipmap)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
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}
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if (mipmap && gl3config.anisotropic && gl_anisotropic->value)
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if (mipmap && gl3config.anisotropic && r_anisotropic->value)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_anisotropic->value);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, r_anisotropic->value);
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}
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return res;
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@ -87,7 +87,7 @@ cvar_t *r_mode;
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cvar_t *r_customwidth;
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cvar_t *r_customheight;
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cvar_t *vid_gamma;
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cvar_t *gl_anisotropic;
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cvar_t *r_anisotropic;
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cvar_t *gl_texturemode;
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cvar_t *gl_drawbuffer;
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cvar_t *r_clear;
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@ -216,7 +216,7 @@ GL3_Register(void)
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gl_nobind = ri.Cvar_Get("gl_nobind", "0", 0);
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gl_texturemode = ri.Cvar_Get("gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE);
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gl_anisotropic = ri.Cvar_Get("gl_anisotropic", "0", CVAR_ARCHIVE);
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r_anisotropic = ri.Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
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vid_fullscreen = ri.Cvar_Get("vid_fullscreen", "0", CVAR_ARCHIVE);
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vid_gamma = ri.Cvar_Get("vid_gamma", "1.2", CVAR_ARCHIVE);
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@ -276,7 +276,7 @@ GL3_Register(void)
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//gl_texturemode = ri.Cvar_Get("gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE);
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gl1_texturealphamode = ri.Cvar_Get("gl1_texturealphamode", "default", CVAR_ARCHIVE);
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gl1_texturesolidmode = ri.Cvar_Get("gl1_texturesolidmode", "default", CVAR_ARCHIVE);
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//gl_anisotropic = ri.Cvar_Get("gl_anisotropic", "0", CVAR_ARCHIVE);
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//r_anisotropic = ri.Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
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//r_lockpvs = ri.Cvar_Get("r_lockpvs", "0", 0);
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//gl1_palettedtexture = ri.Cvar_Get("gl1_palettedtexture", "0", CVAR_ARCHIVE); NOPE.
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@ -1662,11 +1662,11 @@ GL3_BeginFrame(float camera_separation)
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}
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/* texturemode stuff */
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if (gl_texturemode->modified || (gl3config.anisotropic && gl_anisotropic->modified))
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if (gl_texturemode->modified || (gl3config.anisotropic && r_anisotropic->modified))
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{
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GL3_TextureMode(gl_texturemode->string);
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gl_texturemode->modified = false;
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gl_anisotropic->modified = false;
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r_anisotropic->modified = false;
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}
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if (r_vsync->modified)
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@ -498,7 +498,7 @@ extern cvar_t *r_drawworld;
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extern cvar_t *vid_gamma;
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extern cvar_t *gl3_intensity;
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extern cvar_t *gl3_intensity_2D;
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extern cvar_t *gl_anisotropic;
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extern cvar_t *r_anisotropic;
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extern cvar_t *r_lightlevel;
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extern cvar_t *gl3_overbrightbits;
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@ -137,7 +137,7 @@ cvar_t *sw_surfcacheoverride;
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cvar_t *sw_waterwarp;
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static cvar_t *sw_overbrightbits;
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cvar_t *sw_custom_particles;
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cvar_t *sw_texture_filtering;
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cvar_t *r_anisotropic;
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cvar_t *r_drawworld;
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static cvar_t *r_drawentities;
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@ -290,7 +290,7 @@ R_Register (void)
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sw_waterwarp = ri.Cvar_Get ("sw_waterwarp", "1", 0);
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sw_overbrightbits = ri.Cvar_Get("sw_overbrightbits", "1.0", CVAR_ARCHIVE);
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sw_custom_particles = ri.Cvar_Get("sw_custom_particles", "0", CVAR_ARCHIVE);
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sw_texture_filtering = ri.Cvar_Get("sw_texture_filtering", "0", CVAR_ARCHIVE);
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r_anisotropic = ri.Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
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r_mode = ri.Cvar_Get( "r_mode", "0", CVAR_ARCHIVE );
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r_lefthand = ri.Cvar_Get( "hand", "0", CVAR_USERINFO | CVAR_ARCHIVE );
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@ -459,7 +459,7 @@ NonTurbulentPow2 (espan_t *pspan)
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//====================
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// Enable custom filtering
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extern cvar_t *sw_texture_filtering;
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extern cvar_t *r_anisotropic;
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static const int filtering_kernel[2][2][2] = {
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{
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{0x1 << (SHIFT16XYZ-2), 0x0},
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@ -577,7 +577,7 @@ D_DrawSpansPow2 (espan_t *pspan)
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pbase = (unsigned char *)cacheblock;
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texture_filtering = (int)sw_texture_filtering->value;
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texture_filtering = (int)r_anisotropic->value;
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sdivzpow2stepu = d_sdivzstepu * spanstep_value;
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tdivzpow2stepu = d_tdivzstepu * spanstep_value;
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zipow2stepu = d_zistepu * spanstep_value;
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@ -39,6 +39,7 @@ typedef struct
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replacement_t replacements[] = {
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{"cd_shuffle", "ogg_shuffle"},
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{"cl_drawfps", "cl_showfps"},
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{"gl_anisotropic", "r_anisotropic"},
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{"gl_drawentities", "r_drawentities"},
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{"gl_drawworld", "r_drawworld"},
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{"gl_fullbright", "r_fullbright"},
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@ -22,7 +22,7 @@ Command line arguments
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These are not console variables, they cannot be entered into the
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console only be given at the command line at startup. While cvars
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are prefixed with a `+` arguments are starting with a `-`. For
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are prefixed with a `+` arguments are starting with a `-`. For
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example it's `+set busywait 0` (setting the `busywait` cvar) and
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`-portable` (setting the `portable` argument).
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@ -44,7 +44,7 @@ General:
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relatively high CPU usage. If set to `0` Quake II lays itself to sleep
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and tells the operating system to send a wakeup signal when it's time
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for the next frame. The later is more CPU friendly but rather inaccurate,
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especially on Windows. Use with care.
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especially on Windows. Use with care.
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* **cl_async**: If set to `1` (the default) the client is asynchronous.
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The client framerate is fixed, the renderer framerate is variable.
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@ -81,7 +81,7 @@ Audio:
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* **ogg_enable**: Enable Ogg/Vorbis music playback.
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* **ogg_ignoretrack0**: Normally Quake II disabled the background music
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if a major objective has been archived by setting the music track to 0.
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if a major objective has been archived by setting the music track to 0.
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Setting this cvar to `1` disables this behavior, the music keeps playing.
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* **s_doppler**: If set to `1` (the default) doppler effects are enabled.
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@ -99,14 +99,14 @@ Graphics (all renderers):
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* Most old `r_*` cvars, but renamed to `gl_*`
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* **vid_displayrefreshrate**: Sets the displays refresh rate. The
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* **vid_displayrefreshrate**: Sets the displays refresh rate. The
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default `-1` let the game determine the refresh rate automatically.
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There's little need to change that. If you do make sure that the refresh
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rate is rounded up, e.g. with a display of 59.95hz you should set `60`.
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Otherwise the game will render too few frames.
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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 and `gl3` for
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`gl1` (the default) for the old OpenGL 1.4 renderer and `gl3` for
|
||||
the new OpenGL 3.2 renderer.
|
||||
|
||||
* **cin_force43**: If set to `1` (the default) cinematics are displayed
|
||||
|
@ -128,7 +128,7 @@ Graphics (all renderers):
|
|||
|
||||
* **horplus**: If set to 1 (the default) the horplus algorithm is used
|
||||
to calculate an optimal horizontal and vertical field of view, independent
|
||||
of the window or screen aspect ratio or resolution.
|
||||
of the window or screen aspect ratio or resolution.
|
||||
If enabled *fov* is forced to `90`.
|
||||
|
||||
* **vid_gamma**: The value used for gamma correction. Higher value looks
|
||||
|
@ -136,7 +136,7 @@ Graphics (all renderers):
|
|||
your whole screen to this value in realtime (except on OSX where it's
|
||||
applied to textures on load and thus needs a `vid_restart` after changing).
|
||||
The GL3 renderer applies this to the window in realtime via shaders
|
||||
(on all platforms).
|
||||
(on all platforms).
|
||||
This is also set by the brightness slider in the video menu.
|
||||
|
||||
* **r_consolescale** / **r_hudscale** / **r_menuscale**, **crosshair_scale**:
|
||||
|
@ -155,7 +155,7 @@ Graphics (all renderers):
|
|||
|
||||
* **vid_maxfps**: The maximum framerate, if `cl_async` is `1`. Otherwise
|
||||
`cl_maxfps` is used as maximum framerate. See `cl_async` description
|
||||
above for more information.
|
||||
above for more information.
|
||||
*Note* that vsync (`r_vsync`) also restricts the framerate to
|
||||
the monitor refresh rate, so if vsync is enabled, you won't get more than
|
||||
60fps on most displays (or 120 on a 120hz display etc).
|
||||
|
@ -163,15 +163,15 @@ Graphics (all renderers):
|
|||
* **r_vsync**: Enables the vsync: frames are synchronized with
|
||||
display refresh rate, should (but doesn't always) prevent tearing.
|
||||
|
||||
|
||||
Graphics (GL renderers only):
|
||||
-----------------------------
|
||||
|
||||
* **gl_anisotropic**: Anisotropic filtering. Possible values are
|
||||
* **r_anisotropic**: Anisotropic filtering. Possible values are
|
||||
dependent on the GPU driver, most of them support `1`, `2`, `4`, `8`
|
||||
and `16`. Anisotropic filtering gives a huge improvement to texture
|
||||
quality by a negligible performance impact.
|
||||
|
||||
|
||||
Graphics (GL renderers only):
|
||||
-----------------------------
|
||||
|
||||
* **gl_msaa_samples**: Full scene anti aliasing samples. The number of
|
||||
samples depends on the GPU driver, most drivers support at least
|
||||
`2`, `4` and `8` samples. If an invalid value is set, the value is
|
||||
|
@ -199,13 +199,13 @@ Graphics (GL1 only):
|
|||
--------------------
|
||||
|
||||
* **gl1_intensity**: Sets the color intensity used for 3D rendering.
|
||||
Must be a floating point value, at least `1.0` - default is `2.0`.
|
||||
Must be a floating point value, at least `1.0` - default is `2.0`.
|
||||
Applied when textures are loaded, so it needs a `vid_restart`!
|
||||
|
||||
* **gl1_overbrightbits**: Enables overbright bits, brightness scaling of
|
||||
lightmaps and models. Higher values make shadows less dark.
|
||||
lightmaps and models. Higher values make shadows less dark.
|
||||
Possible values are `0` (no overbright bits), `1` (correct lighting
|
||||
for water), `2` (scale by factor 2) and `3` (scale by factor 3).
|
||||
for water), `2` (scale by factor 2) and `3` (scale by factor 3).
|
||||
Applied in realtime, does not need `vid_restart`.
|
||||
|
||||
* **gl1_stencilshadow**: If `gl_shadows` is set to `1`, this makes them
|
||||
|
@ -217,7 +217,7 @@ Graphics (GL3 only):
|
|||
--------------------
|
||||
|
||||
* **gl3_debugcontext**: Enables the OpenGL 3.2 renderers debug context,
|
||||
e.g. prints warnings and errors emmitted by the GPU driver.
|
||||
e.g. prints warnings and errors emmitted by the GPU driver.
|
||||
Not supported on OSX. This is a pure debug cvar and slows down rendering.
|
||||
|
||||
* **gl3_intensity**: Sets the color intensity used for 3D rendering.
|
||||
|
@ -229,15 +229,15 @@ Graphics (GL3 only):
|
|||
* **gl3_intensity_2D**: The same for 2D rendering (HUD, menu, console, videos)
|
||||
|
||||
* **gl3_overbrightbits**: Enables overbright bits, brightness scaling of
|
||||
lightmaps and models. Higher values make shadows less dark.
|
||||
Similar to GL1's `gl1_overbrightbits`, but allows any floating point number.
|
||||
lightmaps and models. Higher values make shadows less dark.
|
||||
Similar to GL1's `gl1_overbrightbits`, but allows any floating point number.
|
||||
Default is `1.3`. In the OpenGL3.2 renderer, no lighting fixes for water
|
||||
are needed, so `1.0` has no special meaning.
|
||||
|
||||
* **gl3_particle_size**: The size of particles - Default is `40`.
|
||||
|
||||
* **gl3_particle_fade_factor**: "softness" of particles: higher values
|
||||
look less soft. Defaults to `1.2`.
|
||||
look less soft. Defaults to `1.2`.
|
||||
A value of `10` looks similar to the GL1 particles.
|
||||
|
||||
* **gl3_particle_square**: If set to `1`, particles are rendered as squares,
|
||||
|
|
Loading…
Reference in a new issue