gzdoom/wadsrc/static/menudef.z
Christopher Bruns c6fa01dfbf Reimplement blue/yellow and quadbuffered stereo, this time with an additional CVAR gate on quadbuffered, for better hardware compatibility.obj
Something is terribly wrong with the separation in all stereo modes now though.
2016-04-09 15:40:55 -04:00

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Text

OptionValue "SpriteclipModes"
{
0, "Never"
1, "Smart"
2, "Always"
3, "Smarter"
}
OptionValue "EnhancedStealth"
{
0, "Never"
1, "Infrared only"
2, "Infrared and torch"
3, "Any fixed colormap"
}
OptionValue "FilterModes"
{
0, "None"
1, "None (nearest mipmap)"
5, "None (linear mipmap)"
2, "Linear"
3, "Bilinear"
4, "Trilinear"
}
OptionValue "TextureFormats"
{
0, "RGBA8"
1, "RGB5_A1"
2, "RGBA4"
3, "RGBA2"
// [BB] Added modes for texture compression.
4, "COMPR_RGBA"
5, "S3TC_DXT1"
6, "S3TC_DXT3"
7, "S3TC_DXT5"
}
OptionValue "Anisotropy"
{
1, "Off"
2, "2x"
4, "4x"
8, "8x"
16, "16x"
}
OptionValue "Colormaps"
{
0, "Use as palette"
1, "Blend"
}
OptionValue "LightingModes"
{
0, "Standard"
1, "Bright"
2, "Doom"
3, "Dark"
4, "Legacy"
8, "Software"
}
OptionValue "Precision"
{
0, "Speed"
1, "Quality"
}
OptionValue "Hz"
{
0, "Optimal"
60, "60"
70, "70"
72, "72"
75, "75"
85, "85"
100, "100"
}
OptionValue "BillboardModes"
{
0, "Y Axis"
1, "X/Y Axis"
}
OptionValue "Particles"
{
0, "Square"
1, "Round"
2, "Smooth"
}
OptionValue "HqResizeModes"
{
0, "Off"
1, "Scale2x"
2, "Scale3x"
3, "Scale4x"
4, "hq2x"
5, "hq3x"
6, "hq4x"
7, "hq2x MMX"
8, "hq3x MMX"
9, "hq4x MMX"
}
OptionValue "FogMode"
{
0, "Off"
1, "Standard"
2, "Radial"
}
OptionValue "FuzzStyle"
{
0, "Shadow"
1, "Pixel fuzz"
2, "Smooth fuzz"
3, "Swirly fuzz"
4, "Translucent fuzz"
6, "Noise"
7, "Smooth Noise"
//5, "Jagged fuzz" I can't see any difference between this and 4 so it's disabled for now.
}
OptionValue VRMode
{
0, "Normal"
1, "Green/Magenta"
2, "Red/Cyan"
9, "Amber/Blue"
5, "Left Eye"
6, "Right Eye"
7, "Quad-buffered"
}
OptionMenu "GLTextureGLOptions"
{
Title "TEXTURE OPTIONS"
Option "Textures enabled", gl_texture, "YesNo"
Option "Texture Filter mode", gl_texture_filter, "FilterModes"
Option "Anisotropic filter", gl_texture_filter_anisotropic, "Anisotropy"
Option "Texture Format", gl_texture_format, "TextureFormats"
Option "Enable hires textures", gl_texture_usehires, "YesNo"
Option "High Quality Resize mode", gl_texture_hqresize, "HqResizeModes"
Option "Resize textures", gl_texture_hqresize_textures, "OnOff"
Option "Resize sprites", gl_texture_hqresize_sprites, "OnOff"
Option "Resize fonts", gl_texture_hqresize_fonts, "OnOff"
Option "Precache GL textures", gl_precache, "YesNo"
Option "Camera textures offscreen", gl_usefb, "OnOff"
Option "Trim sprite edges", gl_trimsprites, "OnOff"
Option "Sort draw lists by texture", gl_sort_textures, "YesNo"
}
OptionMenu "GLLightOptions"
{
Title "DYNAMIC LIGHTS"
Option "Dynamic Lights enabled", gl_lights, "YesNo"
Option "Enable light definitions", gl_attachedlights, "YesNo"
Option "Clip lights", gl_lights_checkside, "YesNo"
Option "Lights affect sprites", gl_light_sprites, "YesNo"
Option "Lights affect particles", gl_light_particles, "YesNo"
Option "Force additive lighting", gl_lights_additive, "YesNo"
Slider "Light intensity", gl_lights_intensity, 0.0, 1.0, 0.1
Slider "Light size", gl_lights_size, 0.0, 2.0, 0.1
}
OptionMenu "GLPrefOptions"
{
Title "OPENGL PREFERENCES"
Option "Sector light mode", gl_lightmode, "LightingModes"
Option "Fog mode", gl_fogmode, "FogMode"
Option "Fog forces fullbright", gl_brightfog, "YesNo"
Slider "Weapon light strength", gl_weaponlight, 0,32, 2
Option "Environment map on mirrors",gl_mirror_envmap, "OnOff"
Option "Enhanced night vision mode",gl_enhanced_nightvision, "OnOff"
Option "ENV shows stealth monsters",gl_enhanced_nv_stealth, "EnhancedStealth"
Option "Force brightness in fog", gl_spritebrightfog, "OnOff"
Option "Adjust sprite clipping", gl_spriteclip, "SpriteclipModes"
Option "Smooth sprite edges", gl_sprite_blend, "OnOff"
Option "Fuzz Style", gl_fuzztype, "FuzzStyle"
Option "Sprite billboard", gl_billboard_mode, "BillboardModes"
Option "Particle style", gl_particles_style, "Particles"
Slider "Ambient light level", gl_light_ambient, 1.0, 255.0, 5.0
Option "Rendering quality", gl_render_precise, "Precision"
Option "Stereo 3D VR", vr_mode, "VRMode"
Option "Enable Quad Stereo", vr_enable_quadbuffered, "OnOff"
}