Document the 2D artwork scaling

This commit is contained in:
Yamagi Burmeister 2014-06-25 16:05:15 +02:00
parent 3fc549ca42
commit c7d557a7a9

24
README
View file

@ -530,13 +530,23 @@ the most common questions are answered.
followd by a vid_restart. Please note that very old graphic cards may not followd by a vid_restart. Please note that very old graphic cards may not
support antialiasing at all. support antialiasing at all.
- If you want to scale the HUD (e.g. for high resolutions), set the - It's possible to upscale nearly all 2D artwork. This is especially usefull on
gl_hudscale cvar to -1. To specify the scale factor by hand, set the high resolution displays were the cosole and HUD can become very small or even
cvar to a value > 0. unreadable. Scaling support is devided into 3 parts which are controlled by
cvars:
- If you want to scale the console (e.g. for high resolutions), set the - gl_consolescale: Scale the console and most in-game texts
gl_consolescale cvar to -1. To specify the scale factor by hand, set the - gl_menuscale: Scales the menu. Please note that the menu was never ment to
cvar to a value > 0. 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 5.2 Input
--------- ---------