Document gl3_colorlight and gl_texturemode

This commit is contained in:
Daniel Gibson 2022-03-26 19:48:33 +01:00
parent cc0eabffed
commit b5a0050e31
2 changed files with 18 additions and 2 deletions

View file

@ -222,8 +222,9 @@ General cvars:
* `cl_lights`: Set to `0` to disable the dynamic lightning.
Both OpenGL renderers:
* `gl_texturemode`: Set to `GL_NEAREST_MIPMAP_LINEAR` to disable the
texture filtering, giving a classic pixel look.
* `gl_texturemode`: Set to `GL_NEAREST` to disable the texture
filtering, giving a classic pixel look. Additionally disabling
anisostropic filtering makes it look even more authentic.
The OpenGL 1.4 renderer:
@ -236,6 +237,8 @@ The OpenGL 3.2 renderer:
* `gl3_particle_square`: When set to `1` the particles are rendered as
squares.
* `gl3_colorlight`: When set to `0`, the lights and lightmaps are
colorless (greyscale-only), like in the original soft renderer.
## Retexturing Packs

View file

@ -352,6 +352,15 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
the overlapping surfaces to mitigate the flickering. This may make
things better or worse, depending on the map.
* **gl_texturemode**: How textures are filtered.
- `GL_NEAREST`: No filtering (using value of *nearest* source pixel),
mipmaps not used
- `GL_LINEAR`: Bilinear filtering, mipmaps not used
- `GL_LINEAR_MIPMAP_NEAREST`: The default - Bilinear filtering when
scaling up, using mipmaps with nearest/no filtering when scaling down
Other supported values: `GL_NEAREST_MIPMAP_NEAREST`,
`GL_NEAREST_MIPMAP_LINEAR`, `GL_LINEAR_MIPMAP_LINEAR`
## Graphics (OpenGL 1.4 only)
@ -403,6 +412,10 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
* **gl3_particle_square**: If set to `1`, particles are rendered as
squares, like in the old software renderer or Quake 1. Default is `0`.
* **gl3_colorlight**: When set to `0`, the lights and lightmaps are
colorless (greyscale-only), like in the original soft renderer.
Default is `1`.
## Graphics (Software only)