Several adjustments to the visual impression.

- Bump vid_gamma to 1.2 in both GL1 and GL3. A default value of 1.0 is
  too dark.
- Lower gl3_overbrightbits to 1.3, the previous value of 1.5 was too
  bright. This can be seen in later units, for example on mine1 some
  textures blended into white.
- Lower gl3_particle_size to 40. A value of 60 may be okay, but with
  gl3_particle_fade_factor 1.2 the particles take up too much screen
  estate in close range combat.

With this changes GL3 looks (at least for me) nearly the same as GL1
rendered through the removed multitexturing path.
This commit is contained in:
Yamagi Burmeister 2017-04-10 19:21:20 +02:00 committed by Daniel Gibson
parent 8316dfe3d9
commit df86c46e57
4 changed files with 6 additions and 6 deletions

View file

@ -192,7 +192,7 @@ VID_Init(void)
{
/* Create the video variables so we know how to start the graphics drivers */
vid_fullscreen = Cvar_Get("vid_fullscreen", "0", CVAR_ARCHIVE);
vid_gamma = Cvar_Get("vid_gamma", "1", CVAR_ARCHIVE);
vid_gamma = Cvar_Get("vid_gamma", "1.2", CVAR_ARCHIVE);
vid_renderer = Cvar_Get("vid_renderer", "gl1", CVAR_ARCHIVE);
/* Add some console commands that we want to handle */

View file

@ -346,7 +346,7 @@ VID_MenuInit(void)
if (!vid_gamma)
{
vid_gamma = Cvar_Get("vid_gamma", "1.0", CVAR_ARCHIVE);
vid_gamma = Cvar_Get("vid_gamma", "1.2", CVAR_ARCHIVE);
}
if (!gl_swapinterval)

View file

@ -1252,7 +1252,7 @@ R_Register(void)
gl_saturatelighting = ri.Cvar_Get("gl_saturatelighting", "0", 0);
vid_fullscreen = ri.Cvar_Get("vid_fullscreen", "0", CVAR_ARCHIVE);
vid_gamma = ri.Cvar_Get("vid_gamma", "1.0", CVAR_ARCHIVE);
vid_gamma = ri.Cvar_Get("vid_gamma", "1.2", CVAR_ARCHIVE);
gl_customwidth = ri.Cvar_Get("gl_customwidth", "1024", CVAR_ARCHIVE);
gl_customheight = ri.Cvar_Get("gl_customheight", "768", CVAR_ARCHIVE);

View file

@ -208,7 +208,7 @@ GL3_Register(void)
gl_mode = ri.Cvar_Get("gl_mode", "4", CVAR_ARCHIVE);
gl_customwidth = ri.Cvar_Get("gl_customwidth", "1024", CVAR_ARCHIVE);
gl_customheight = ri.Cvar_Get("gl_customheight", "768", CVAR_ARCHIVE);
gl3_particle_size = ri.Cvar_Get("gl3_particle_size", "60", CVAR_ARCHIVE);
gl3_particle_size = ri.Cvar_Get("gl3_particle_size", "40", CVAR_ARCHIVE);
gl3_particle_fade_factor = ri.Cvar_Get("gl3_particle_fade_factor", "1.2", CVAR_ARCHIVE);
gl_norefresh = ri.Cvar_Get("gl_norefresh", "0", 0);
@ -224,11 +224,11 @@ GL3_Register(void)
gl_anisotropic = ri.Cvar_Get("gl_anisotropic", "0", CVAR_ARCHIVE);
vid_fullscreen = ri.Cvar_Get("vid_fullscreen", "0", CVAR_ARCHIVE);
vid_gamma = ri.Cvar_Get("vid_gamma", "1.0", CVAR_ARCHIVE);
vid_gamma = ri.Cvar_Get("vid_gamma", "1.2", CVAR_ARCHIVE);
gl3_intensity = ri.Cvar_Get("gl3_intensity", "1.5", CVAR_ARCHIVE);
gl_lightlevel = ri.Cvar_Get("gl_lightlevel", "0", 0);
gl3_overbrightbits = ri.Cvar_Get("gl3_overbrightbits", "1.5", CVAR_ARCHIVE);
gl3_overbrightbits = ri.Cvar_Get("gl3_overbrightbits", "1.3", CVAR_ARCHIVE);
gl_lightmap = ri.Cvar_Get("gl_lightmap", "0", 0);
gl_shadows = ri.Cvar_Get("gl_shadows", "0", CVAR_ARCHIVE);