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Fixed gl1_overbrightbits limiter
Allows values between 0 and 4. Updated documentation.
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2 changed files with 9 additions and 5 deletions
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@ -287,6 +287,7 @@ Set `0` by default.
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* **cl_audiopaused**: If set to `1` the sounds pause when the game does.
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## Graphics (all renderers)
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* **cin_force43**: If set to `1` (the default) cinematics are displayed
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@ -436,6 +437,7 @@ Set `0` by default.
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Other supported values: `GL_NEAREST_MIPMAP_NEAREST`,
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`GL_NEAREST_MIPMAP_LINEAR`, `GL_LINEAR_MIPMAP_LINEAR`
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## Graphics (OpenGL 1.4 only)
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* **gl1_intensity**: Sets the color intensity. Must be a floating point
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@ -445,8 +447,9 @@ Set `0` by default.
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* **gl1_overbrightbits**: Enables overbright bits, brightness scaling of
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lightmaps and models. Higher values make shadows less dark. Possible
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values are `0` (no overbright bits), `1` (more correct lighting for
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water), `2` (scale by factor 2) and `3` (scale by factor 3). Applied
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in realtime, does not need `vid_restart`.
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water), `2` (scale by factor 2), `3` (scale lighting by 3 only for the
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dynamic meshes, like enemies and items), and `4` (scale lighting of
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everything by 4). Applied in realtime, does not need `vid_restart`.
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* **gl1_particle_square**: If set to `1` particles are rendered as
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squares.
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@ -589,6 +592,7 @@ Set `0` by default.
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`0`: Rumble feedback,
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`1`: Haptic feedback.
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## cvar operations
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cvar operations are special commands that allow the programmatic
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@ -1616,13 +1616,13 @@ RI_BeginFrame(float camera_separation)
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// Clamp overbrightbits
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if (gl1_overbrightbits->modified)
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{
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if (gl1_overbrightbits->value > 2 && gl1_overbrightbits->value < 4)
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if (gl1_overbrightbits->value < 0)
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{
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ri.Cvar_Set("r_overbrightbits", "2");
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ri.Cvar_Set("gl1_overbrightbits", "0");
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}
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else if (gl1_overbrightbits->value > 4)
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{
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ri.Cvar_Set("r_overbrightbits", "4");
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ri.Cvar_Set("gl1_overbrightbits", "4");
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}
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gl1_overbrightbits->modified = false;
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