mirror of
https://github.com/ZDoom/qzdoom-gpl.git
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d2ead39bcc
- disable framebuffers for camera textures in legacy mode entirely. This depends on a GL_DEPTH24_STENCIL8 surface which most of these old chipsets do not support, and I really see no point to invest any work here. The worst that can happen is that oversized camera textures won't be processed, which, due to general performance issues, might even be a good thing.
227 lines
5.5 KiB
Text
227 lines
5.5 KiB
Text
OptionValue "SpriteclipModes"
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{
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0, "$OPTVAL_NEVER"
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1, "$OPTVAL_SMART"
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2, "$OPTVAL_ALWAYS"
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3, "$OPTVAL_SMARTER"
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}
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OptionValue "EnhancedStealth"
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{
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0, "$OPTVAL_NEVER"
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1, "$OPTVAL_INFRAREDONLY"
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2, "$OPTVAL_INFRAREDANDTORCH"
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3, "$OPTVAL_ANYFIXEDCOLORMAP"
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}
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OptionValue "FilterModes"
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{
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0, "$OPTVAL_NONE"
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1, "$OPTVAL_NONENEARESTMIPMAP"
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5, "$OPTVAL_NONELINEARMIPMAP"
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6, "$OPTVAL_NONETRILINEAR"
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2, "$OPTVAL_LINEAR"
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3, "$OPTVAL_BILINEAR"
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4, "$OPTVAL_TRILINEAR"
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}
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OptionValue "HWGammaModes"
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{
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0, "$OPTVAL_ON"
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1, "$OPTVAL_OFF"
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2, "$OPTVAL_FULLSCREENONLY"
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}
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OptionValue "TonemapModes"
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{
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0, "$OPTVAL_OFF"
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1, "$OPTVAL_UNCHARTED2"
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2, "$OPTVAL_HEJLDAWSON"
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3, "$OPTVAL_REINHARD"
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4, "$OPTVAL_LINEAR"
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5, "$OPTVAL_PALETTE"
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}
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OptionValue "TextureFormats"
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{
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0, "$OPTVAL_RGBA8"
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1, "$OPTVAL_RGB5A1"
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2, "$OPTVAL_RGBA4"
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3, "$OPTVAL_RGBA2"
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// [BB] Added modes for texture compression.
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4, "$OPTVAL_COMPRRGBA"
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5, "$OPTVAL_S3TCDXT1"
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6, "$OPTVAL_S3TCDXT3"
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7, "$OPTVAL_S3TCDXT5"
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}
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OptionValue "Anisotropy"
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{
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1, "$OPTVAL_OFF"
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2, "$OPTVAL_2X"
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4, "$OPTVAL_4X"
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8, "$OPTVAL_8X"
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16, "$OPTVAL_16X"
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}
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OptionValue "Multisample"
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{
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1, "$OPTVAL_OFF"
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2, "$OPTVAL_2X"
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4, "$OPTVAL_4X"
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8, "$OPTVAL_8X"
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16, "$OPTVAL_16X"
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32, "$OPTVAL_32X"
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}
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OptionValue "Colormaps"
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{
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0, "$OPTVAL_USEASPALETTE"
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1, "$OPTVAL_BLEND"
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}
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OptionValue "LightingModes"
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{
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0, "$OPTVAL_STANDARD"
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1, "$OPTVAL_BRIGHT"
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2, "$OPTVAL_DOOM"
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3, "$OPTVAL_DARK"
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4, "$OPTVAL_LEGACY"
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8, "$OPTVAL_SOFTWARE"
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}
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OptionValue "Precision"
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{
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0, "$OPTVAL_SPEED"
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1, "$OPTVAL_QUALITY"
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}
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OptionValue "Hz"
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{
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0, "$OPTVAL_OPTIMAL"
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60, "$OPTVAL_60"
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70, "$OPTVAL_70"
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72, "$OPTVAL_72"
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75, "$OPTVAL_75"
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85, "$OPTVAL_85"
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100, "$OPTVAL_100"
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}
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OptionValue "BillboardModes"
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{
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0, "$OPTVAL_YAXIS"
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1, "$OPTVAL_XYAXIS"
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}
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OptionValue "Particles"
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{
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0, "$OPTVAL_SQUARE"
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1, "$OPTVAL_ROUND"
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2, "$OPTVAL_SMOOTH"
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}
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OptionValue "HqResizeModes"
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{
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0, "$OPTVAL_OFF"
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1, "$OPTVAL_SCALE2X"
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2, "$OPTVAL_SCALE3X"
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3, "$OPTVAL_SCALE4X"
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4, "$OPTVAL_HQ2X"
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5, "$OPTVAL_HQ3X"
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6, "$OPTVAL_HQ4X"
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7, "$OPTVAL_HQ2XMMX"
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8, "$OPTVAL_HQ3XMMX"
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9, "$OPTVAL_HQ4XMMX"
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10, "xBRZ 2x"
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11, "xBRZ 3x"
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12, "xBRZ 4x"
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13, "xBRZ_old 2x"
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14, "xBRZ_old 3x"
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15, "xBRZ_old 4x"
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}
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OptionValue "FogMode"
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{
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0, "$OPTVAL_OFF"
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1, "$OPTVAL_STANDARD"
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2, "$OPTVAL_RADIAL"
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}
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OptionValue "FuzzStyle"
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{
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0, "$OPTVAL_SHADOW"
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1, "$OPTVAL_PIXELFUZZ"
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2, "$OPTVAL_SMOOTHFUZZ"
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3, "$OPTVAL_SWIRLYFUZZ"
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4, "$OPTVAL_TRANSLUCENTFUZZ"
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6, "$OPTVAL_NOISE"
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7, "$OPTVAL_SMOOTHNOISE"
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//5, "$OPTVAL_JAGGEDFUZZ" I can't see any difference between this and 4 so it's disabled for now.
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}
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OptionValue VRMode
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{
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0, "$OPTVAL_NORMAL"
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1, "$OPTVAL_GREENMAGENTA"
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2, "$OPTVAL_REDCYAN"
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9, "$OPTVAL_AMBERBLUE"
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5, "$OPTVAL_LEFTEYE"
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6, "$OPTVAL_RIGHTEYE"
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7, "$OPTVAL_QUADBUFFERED"
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}
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OptionMenu "GLTextureGLOptions"
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{
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Title "$GLTEXMNU_TITLE"
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Option "$GLTEXMNU_TEXENABLED", gl_texture, "YesNo"
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Option "$GLTEXMNU_TEXFILTER", gl_texture_filter, "FilterModes"
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Option "$GLTEXMNU_ANISOTROPIC", gl_texture_filter_anisotropic, "Anisotropy"
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Option "$GLTEXMNU_TEXFORMAT", gl_texture_format, "TextureFormats"
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Option "$GLTEXMNU_ENABLEHIRES", gl_texture_usehires, "YesNo"
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Option "$GLTEXMNU_HQRESIZE", gl_texture_hqresize, "HqResizeModes"
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Option "$GLTEXMNU_RESIZETEX", gl_texture_hqresize_textures, "OnOff"
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Option "$GLTEXMNU_RESIZESPR", gl_texture_hqresize_sprites, "OnOff"
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Option "$GLTEXMNU_RESIZEFNT", gl_texture_hqresize_fonts, "OnOff"
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Option "$GLTEXMNU_PRECACHETEX", gl_precache, "YesNo"
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Option "$GLTEXMNU_TRIMSPREDGE", gl_trimsprites, "OnOff"
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Option "$GLTEXMNU_SORTDRAWLIST", gl_sort_textures, "YesNo"
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}
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OptionMenu "GLLightOptions"
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{
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Title "$GLLIGHTMNU_TITLE"
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Option "$GLLIGHTMNU_LIGHTSENABLED", gl_lights, "YesNo"
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Option "$GLLIGHTMNU_LIGHTDEFS", gl_attachedlights, "YesNo"
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Option "$GLLIGHTMNU_CLIPLIGHTS", gl_lights_checkside, "YesNo"
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Option "$GLLIGHTMNU_LIGHTSPRITES", gl_light_sprites, "YesNo"
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Option "$GLLIGHTMNU_LIGHTPARTICLES", gl_light_particles, "YesNo"
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}
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OptionMenu "GLPrefOptions"
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{
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Title "$GLPREFMNU_TITLE"
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Option "$GLPREFMNU_SECLIGHTMODE", gl_lightmode, "LightingModes"
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Option "$GLPREFMNU_FOGMODE", gl_fogmode, "FogMode"
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Option "$GLPREFMNU_FOGFORCEFULLBRIGHT", gl_brightfog, "YesNo"
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Slider "$GLPREFMNU_WPNLIGHTSTR", gl_weaponlight, 0,32, 2
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Option "$GLPREFMNU_ENVIRONMENTMAPMIRROR", gl_mirror_envmap, "OnOff"
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Option "$GLPREFMNU_ENV", gl_enhanced_nightvision, "OnOff"
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Option "$GLPREFMNU_ENVSTEALTH", gl_enhanced_nv_stealth, "EnhancedStealth"
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Option "$GLPREFMNU_SPRBRIGHTFOG", gl_spritebrightfog, "OnOff"
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Option "$GLPREFMNU_SPRCLIP", gl_spriteclip, "SpriteclipModes"
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Option "$GLPREFMNU_SPRBLEND", gl_sprite_blend, "OnOff"
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Option "$GLPREFMNU_FUZZSTYLE", gl_fuzztype, "FuzzStyle"
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Option "$GLPREFMNU_SPRBILLBOARD", gl_billboard_mode, "BillboardModes"
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Option "$GLPREFMNU_SPRBILLFACECAMERA", gl_billboard_faces_camera, "OnOff"
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Option "$GLPREFMNU_PARTICLESTYLE", gl_particles_style, "Particles"
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Slider "$GLPREFMNU_AMBLIGHT", gl_light_ambient, 1.0, 255.0, 5.0
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Option "$GLPREFMNU_RENDERQUALITY", gl_render_precise, "Precision"
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Option "$GLPREFMNU_VRMODE", vr_mode, "VRMode"
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Option "$GLPREFMNU_VRQUADSTEREO", vr_enable_quadbuffered, "OnOff"
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Option "$GLPREFMNU_MULTISAMPLE", gl_multisample, "Multisample"
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Option "$GLPREFMNU_TONEMAP", gl_tonemap, "TonemapModes"
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Option "$GLPREFMNU_BLOOM", gl_bloom, "OnOff"
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Option "$GLPREFMNU_LENS", gl_lens, "OnOff"
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}
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