qzdoom-gpl/wadsrc/static/menudef.z
Christoph Oelckers d2ead39bcc - force framebuffers for camera textures on GL 3+ hardware. With all the postprocessing stuff added I don't think it's ok to use the screenbuffer for this anymore.
- 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.
2016-09-04 14:16:05 +02:00

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OptionValue "SpriteclipModes"
{
0, "$OPTVAL_NEVER"
1, "$OPTVAL_SMART"
2, "$OPTVAL_ALWAYS"
3, "$OPTVAL_SMARTER"
}
OptionValue "EnhancedStealth"
{
0, "$OPTVAL_NEVER"
1, "$OPTVAL_INFRAREDONLY"
2, "$OPTVAL_INFRAREDANDTORCH"
3, "$OPTVAL_ANYFIXEDCOLORMAP"
}
OptionValue "FilterModes"
{
0, "$OPTVAL_NONE"
1, "$OPTVAL_NONENEARESTMIPMAP"
5, "$OPTVAL_NONELINEARMIPMAP"
6, "$OPTVAL_NONETRILINEAR"
2, "$OPTVAL_LINEAR"
3, "$OPTVAL_BILINEAR"
4, "$OPTVAL_TRILINEAR"
}
OptionValue "HWGammaModes"
{
0, "$OPTVAL_ON"
1, "$OPTVAL_OFF"
2, "$OPTVAL_FULLSCREENONLY"
}
OptionValue "TonemapModes"
{
0, "$OPTVAL_OFF"
1, "$OPTVAL_UNCHARTED2"
2, "$OPTVAL_HEJLDAWSON"
3, "$OPTVAL_REINHARD"
4, "$OPTVAL_LINEAR"
5, "$OPTVAL_PALETTE"
}
OptionValue "TextureFormats"
{
0, "$OPTVAL_RGBA8"
1, "$OPTVAL_RGB5A1"
2, "$OPTVAL_RGBA4"
3, "$OPTVAL_RGBA2"
// [BB] Added modes for texture compression.
4, "$OPTVAL_COMPRRGBA"
5, "$OPTVAL_S3TCDXT1"
6, "$OPTVAL_S3TCDXT3"
7, "$OPTVAL_S3TCDXT5"
}
OptionValue "Anisotropy"
{
1, "$OPTVAL_OFF"
2, "$OPTVAL_2X"
4, "$OPTVAL_4X"
8, "$OPTVAL_8X"
16, "$OPTVAL_16X"
}
OptionValue "Multisample"
{
1, "$OPTVAL_OFF"
2, "$OPTVAL_2X"
4, "$OPTVAL_4X"
8, "$OPTVAL_8X"
16, "$OPTVAL_16X"
32, "$OPTVAL_32X"
}
OptionValue "Colormaps"
{
0, "$OPTVAL_USEASPALETTE"
1, "$OPTVAL_BLEND"
}
OptionValue "LightingModes"
{
0, "$OPTVAL_STANDARD"
1, "$OPTVAL_BRIGHT"
2, "$OPTVAL_DOOM"
3, "$OPTVAL_DARK"
4, "$OPTVAL_LEGACY"
8, "$OPTVAL_SOFTWARE"
}
OptionValue "Precision"
{
0, "$OPTVAL_SPEED"
1, "$OPTVAL_QUALITY"
}
OptionValue "Hz"
{
0, "$OPTVAL_OPTIMAL"
60, "$OPTVAL_60"
70, "$OPTVAL_70"
72, "$OPTVAL_72"
75, "$OPTVAL_75"
85, "$OPTVAL_85"
100, "$OPTVAL_100"
}
OptionValue "BillboardModes"
{
0, "$OPTVAL_YAXIS"
1, "$OPTVAL_XYAXIS"
}
OptionValue "Particles"
{
0, "$OPTVAL_SQUARE"
1, "$OPTVAL_ROUND"
2, "$OPTVAL_SMOOTH"
}
OptionValue "HqResizeModes"
{
0, "$OPTVAL_OFF"
1, "$OPTVAL_SCALE2X"
2, "$OPTVAL_SCALE3X"
3, "$OPTVAL_SCALE4X"
4, "$OPTVAL_HQ2X"
5, "$OPTVAL_HQ3X"
6, "$OPTVAL_HQ4X"
7, "$OPTVAL_HQ2XMMX"
8, "$OPTVAL_HQ3XMMX"
9, "$OPTVAL_HQ4XMMX"
10, "xBRZ 2x"
11, "xBRZ 3x"
12, "xBRZ 4x"
13, "xBRZ_old 2x"
14, "xBRZ_old 3x"
15, "xBRZ_old 4x"
}
OptionValue "FogMode"
{
0, "$OPTVAL_OFF"
1, "$OPTVAL_STANDARD"
2, "$OPTVAL_RADIAL"
}
OptionValue "FuzzStyle"
{
0, "$OPTVAL_SHADOW"
1, "$OPTVAL_PIXELFUZZ"
2, "$OPTVAL_SMOOTHFUZZ"
3, "$OPTVAL_SWIRLYFUZZ"
4, "$OPTVAL_TRANSLUCENTFUZZ"
6, "$OPTVAL_NOISE"
7, "$OPTVAL_SMOOTHNOISE"
//5, "$OPTVAL_JAGGEDFUZZ" I can't see any difference between this and 4 so it's disabled for now.
}
OptionValue VRMode
{
0, "$OPTVAL_NORMAL"
1, "$OPTVAL_GREENMAGENTA"
2, "$OPTVAL_REDCYAN"
9, "$OPTVAL_AMBERBLUE"
5, "$OPTVAL_LEFTEYE"
6, "$OPTVAL_RIGHTEYE"
7, "$OPTVAL_QUADBUFFERED"
}
OptionMenu "GLTextureGLOptions"
{
Title "$GLTEXMNU_TITLE"
Option "$GLTEXMNU_TEXENABLED", gl_texture, "YesNo"
Option "$GLTEXMNU_TEXFILTER", gl_texture_filter, "FilterModes"
Option "$GLTEXMNU_ANISOTROPIC", gl_texture_filter_anisotropic, "Anisotropy"
Option "$GLTEXMNU_TEXFORMAT", gl_texture_format, "TextureFormats"
Option "$GLTEXMNU_ENABLEHIRES", gl_texture_usehires, "YesNo"
Option "$GLTEXMNU_HQRESIZE", gl_texture_hqresize, "HqResizeModes"
Option "$GLTEXMNU_RESIZETEX", gl_texture_hqresize_textures, "OnOff"
Option "$GLTEXMNU_RESIZESPR", gl_texture_hqresize_sprites, "OnOff"
Option "$GLTEXMNU_RESIZEFNT", gl_texture_hqresize_fonts, "OnOff"
Option "$GLTEXMNU_PRECACHETEX", gl_precache, "YesNo"
Option "$GLTEXMNU_TRIMSPREDGE", gl_trimsprites, "OnOff"
Option "$GLTEXMNU_SORTDRAWLIST", gl_sort_textures, "YesNo"
}
OptionMenu "GLLightOptions"
{
Title "$GLLIGHTMNU_TITLE"
Option "$GLLIGHTMNU_LIGHTSENABLED", gl_lights, "YesNo"
Option "$GLLIGHTMNU_LIGHTDEFS", gl_attachedlights, "YesNo"
Option "$GLLIGHTMNU_CLIPLIGHTS", gl_lights_checkside, "YesNo"
Option "$GLLIGHTMNU_LIGHTSPRITES", gl_light_sprites, "YesNo"
Option "$GLLIGHTMNU_LIGHTPARTICLES", gl_light_particles, "YesNo"
}
OptionMenu "GLPrefOptions"
{
Title "$GLPREFMNU_TITLE"
Option "$GLPREFMNU_SECLIGHTMODE", gl_lightmode, "LightingModes"
Option "$GLPREFMNU_FOGMODE", gl_fogmode, "FogMode"
Option "$GLPREFMNU_FOGFORCEFULLBRIGHT", gl_brightfog, "YesNo"
Slider "$GLPREFMNU_WPNLIGHTSTR", gl_weaponlight, 0,32, 2
Option "$GLPREFMNU_ENVIRONMENTMAPMIRROR", gl_mirror_envmap, "OnOff"
Option "$GLPREFMNU_ENV", gl_enhanced_nightvision, "OnOff"
Option "$GLPREFMNU_ENVSTEALTH", gl_enhanced_nv_stealth, "EnhancedStealth"
Option "$GLPREFMNU_SPRBRIGHTFOG", gl_spritebrightfog, "OnOff"
Option "$GLPREFMNU_SPRCLIP", gl_spriteclip, "SpriteclipModes"
Option "$GLPREFMNU_SPRBLEND", gl_sprite_blend, "OnOff"
Option "$GLPREFMNU_FUZZSTYLE", gl_fuzztype, "FuzzStyle"
Option "$GLPREFMNU_SPRBILLBOARD", gl_billboard_mode, "BillboardModes"
Option "$GLPREFMNU_SPRBILLFACECAMERA", gl_billboard_faces_camera, "OnOff"
Option "$GLPREFMNU_PARTICLESTYLE", gl_particles_style, "Particles"
Slider "$GLPREFMNU_AMBLIGHT", gl_light_ambient, 1.0, 255.0, 5.0
Option "$GLPREFMNU_RENDERQUALITY", gl_render_precise, "Precision"
Option "$GLPREFMNU_VRMODE", vr_mode, "VRMode"
Option "$GLPREFMNU_VRQUADSTEREO", vr_enable_quadbuffered, "OnOff"
Option "$GLPREFMNU_MULTISAMPLE", gl_multisample, "Multisample"
Option "$GLPREFMNU_TONEMAP", gl_tonemap, "TonemapModes"
Option "$GLPREFMNU_BLOOM", gl_bloom, "OnOff"
Option "$GLPREFMNU_LENS", gl_lens, "OnOff"
}