Fixed gl1_overbrightbits limiter

Allows values between 0 and 4. Updated documentation.
This commit is contained in:
Jaime Moreira 2023-10-18 20:35:51 -03:00
parent 5c642b6a5b
commit fa218c9f4c
2 changed files with 9 additions and 5 deletions

View file

@ -287,6 +287,7 @@ Set `0` by default.
* **cl_audiopaused**: If set to `1` the sounds pause when the game does.
## Graphics (all renderers)
* **cin_force43**: If set to `1` (the default) cinematics are displayed
@ -436,6 +437,7 @@ Set `0` by default.
Other supported values: `GL_NEAREST_MIPMAP_NEAREST`,
`GL_NEAREST_MIPMAP_LINEAR`, `GL_LINEAR_MIPMAP_LINEAR`
## Graphics (OpenGL 1.4 only)
* **gl1_intensity**: Sets the color intensity. Must be a floating point
@ -445,8 +447,9 @@ Set `0` by default.
* **gl1_overbrightbits**: Enables overbright bits, brightness scaling of
lightmaps and models. Higher values make shadows less dark. Possible
values are `0` (no overbright bits), `1` (more correct lighting for
water), `2` (scale by factor 2) and `3` (scale by factor 3). Applied
in realtime, does not need `vid_restart`.
water), `2` (scale by factor 2), `3` (scale lighting by 3 only for the
dynamic meshes, like enemies and items), and `4` (scale lighting of
everything by 4). Applied in realtime, does not need `vid_restart`.
* **gl1_particle_square**: If set to `1` particles are rendered as
squares.
@ -589,6 +592,7 @@ Set `0` by default.
`0`: Rumble feedback,
`1`: Haptic feedback.
## cvar operations
cvar operations are special commands that allow the programmatic

View file

@ -1616,13 +1616,13 @@ RI_BeginFrame(float camera_separation)
// Clamp overbrightbits
if (gl1_overbrightbits->modified)
{
if (gl1_overbrightbits->value > 2 && gl1_overbrightbits->value < 4)
if (gl1_overbrightbits->value < 0)
{
ri.Cvar_Set("r_overbrightbits", "2");
ri.Cvar_Set("gl1_overbrightbits", "0");
}
else if (gl1_overbrightbits->value > 4)
{
ri.Cvar_Set("r_overbrightbits", "4");
ri.Cvar_Set("gl1_overbrightbits", "4");
}
gl1_overbrightbits->modified = false;