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https://github.com/yquake2/yquake2remaster.git
synced 2025-02-16 17:11:03 +00:00
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.
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8316dfe3d9
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4 changed files with 6 additions and 6 deletions
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@ -192,7 +192,7 @@ VID_Init(void)
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{
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/* Create the video variables so we know how to start the graphics drivers */
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vid_fullscreen = Cvar_Get("vid_fullscreen", "0", CVAR_ARCHIVE);
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vid_gamma = Cvar_Get("vid_gamma", "1", CVAR_ARCHIVE);
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vid_gamma = Cvar_Get("vid_gamma", "1.2", CVAR_ARCHIVE);
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vid_renderer = Cvar_Get("vid_renderer", "gl1", CVAR_ARCHIVE);
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/* Add some console commands that we want to handle */
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@ -346,7 +346,7 @@ VID_MenuInit(void)
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if (!vid_gamma)
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{
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vid_gamma = Cvar_Get("vid_gamma", "1.0", CVAR_ARCHIVE);
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vid_gamma = Cvar_Get("vid_gamma", "1.2", CVAR_ARCHIVE);
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}
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if (!gl_swapinterval)
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@ -1252,7 +1252,7 @@ R_Register(void)
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gl_saturatelighting = ri.Cvar_Get("gl_saturatelighting", "0", 0);
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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", "1.0", CVAR_ARCHIVE);
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vid_gamma = ri.Cvar_Get("vid_gamma", "1.2", CVAR_ARCHIVE);
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gl_customwidth = ri.Cvar_Get("gl_customwidth", "1024", CVAR_ARCHIVE);
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gl_customheight = ri.Cvar_Get("gl_customheight", "768", CVAR_ARCHIVE);
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@ -208,7 +208,7 @@ GL3_Register(void)
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gl_mode = ri.Cvar_Get("gl_mode", "4", CVAR_ARCHIVE);
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gl_customwidth = ri.Cvar_Get("gl_customwidth", "1024", CVAR_ARCHIVE);
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gl_customheight = ri.Cvar_Get("gl_customheight", "768", CVAR_ARCHIVE);
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gl3_particle_size = ri.Cvar_Get("gl3_particle_size", "60", CVAR_ARCHIVE);
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gl3_particle_size = ri.Cvar_Get("gl3_particle_size", "40", CVAR_ARCHIVE);
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gl3_particle_fade_factor = ri.Cvar_Get("gl3_particle_fade_factor", "1.2", CVAR_ARCHIVE);
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gl_norefresh = ri.Cvar_Get("gl_norefresh", "0", 0);
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@ -224,11 +224,11 @@ GL3_Register(void)
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gl_anisotropic = ri.Cvar_Get("gl_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", "1.0", CVAR_ARCHIVE);
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vid_gamma = ri.Cvar_Get("vid_gamma", "1.2", CVAR_ARCHIVE);
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gl3_intensity = ri.Cvar_Get("gl3_intensity", "1.5", CVAR_ARCHIVE);
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gl_lightlevel = ri.Cvar_Get("gl_lightlevel", "0", 0);
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gl3_overbrightbits = ri.Cvar_Get("gl3_overbrightbits", "1.5", CVAR_ARCHIVE);
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gl3_overbrightbits = ri.Cvar_Get("gl3_overbrightbits", "1.3", CVAR_ARCHIVE);
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gl_lightmap = ri.Cvar_Get("gl_lightmap", "0", 0);
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gl_shadows = ri.Cvar_Get("gl_shadows", "0", CVAR_ARCHIVE);
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