Document the 2D artwork scaling

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Yamagi Burmeister 2014-06-25 16:05:15 +02:00
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README
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@ -530,13 +530,23 @@ the most common questions are answered.
followd by a vid_restart. Please note that very old graphic cards may not
support antialiasing at all.
- If you want to scale the HUD (e.g. for high resolutions), set the
gl_hudscale cvar to -1. To specify the scale factor by hand, set the
cvar to a value > 0.
- If you want to scale the console (e.g. for high resolutions), set the
gl_consolescale cvar to -1. To specify the scale factor by hand, set the
cvar to a value > 0.
- It's possible to upscale nearly all 2D artwork. This is especially usefull on
high resolution displays were the cosole and HUD can become very small or even
unreadable. Scaling support is devided into 3 parts which are controlled by
cvars:
- gl_consolescale: Scale the console and most in-game texts
- gl_menuscale: Scales the menu. Please note that the menu was never ment to
be scaled and slight disalignement (especially in the "Player
Setup" menu) are unavoidable. That's not considered a bug.
- gl_hudscale: Scales the in-game HUD
All 3 cvars work the same way. They're set to the scale factor. A factor of 1
(defaults) means no scaling at all. Values smaller than 1 but bigger than 0
downscale the artwork, it becomes smaller. A value of 0 means no artwork at
all. Values greater than 1 enlarge the artwork. Please note that full numbers
will give best results. For example 1.7 will lead to small distortions while
2 will not. Most users will set all 3 cvars to -1. In that case the game
calculates a more or less optimal scaling factor, matching the artwork size
at a resolution of 640x480.
5.2 Input
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