mirror of
https://github.com/ZDoom/raze-gles.git
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- use glVertexAttrib consistently for the presentation drawcall.
- fixed vid_saturation default and adjusted ranges for gamma correction CVARs.
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26dbf5fe10
commit
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2 changed files with 8 additions and 13 deletions
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@ -476,30 +476,25 @@ CUSTOM_CVAR(String, playername, "Player", CVAR_ARCHIVE | CVAR_USERINFO)
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CUSTOM_CVARD(Float, vid_gamma, 1.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "adjusts gamma component of gamma ramp")
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CUSTOM_CVARD(Float, vid_gamma, 1.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "adjusts gamma component of gamma ramp")
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{
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{
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if (self < 0) self = 0;
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if (self < 0) self = 0;
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else if (self > 5) self = 5;
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else if (self > 4) self = 4;
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// todo: tell the system to update
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}
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}
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CUSTOM_CVARD(Float, vid_contrast, 1.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "adjusts contrast component of gamma ramp")
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CUSTOM_CVARD(Float, vid_contrast, 1.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "adjusts contrast component of gamma ramp")
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{
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{
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if (self < 0) self = 0;
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if (self < 0) self = 0;
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else if (self > 5) self = 5;
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else if (self > 5) self = 5;
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// todo: tell the system to update
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}
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}
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CUSTOM_CVARD(Float, vid_brightness, 0.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "adjusts brightness component of gamma ramp")
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CUSTOM_CVARD(Float, vid_brightness, 0.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "adjusts brightness component of gamma ramp")
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{
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{
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if (self < 0) self = 0;
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if (self < -2) self = -2;
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else if (self > 5) self = 5;
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else if (self > 2) self = 2;
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// todo: tell the system to update
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}
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}
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CUSTOM_CVARD(Float, vid_saturation, 1.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "adjusts saturation component of gamma ramp")
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CUSTOM_CVARD(Float, vid_saturation, 0.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "adjusts saturation component of gamma ramp")
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{
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{
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if (self < -3) self = -3;
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if (self < -3) self = -3;
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else if (self > 3) self = 3;
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else if (self > 3) self = 3;
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// todo: tell the system to update
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}
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}
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CVAR(Int, gl_satformula, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR(Int, gl_satformula, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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@ -59,13 +59,13 @@ void FGLRenderer::RenderScreenQuad()
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#else
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#else
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glBegin(GL_TRIANGLE_STRIP);
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glBegin(GL_TRIANGLE_STRIP);
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glVertexAttrib2f(1, 0, 0);
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glVertexAttrib2f(1, 0, 0);
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glVertex2f(-1, -1);
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glVertexAttrib2f(0, -1, -1);
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glVertexAttrib2f(1, 0, 1);
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glVertexAttrib2f(1, 0, 1);
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glVertex2f(-1, 1);
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glVertexAttrib2f(0, -1, 1);
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glVertexAttrib2f(1, 1, 0);
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glVertexAttrib2f(1, 1, 0);
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glVertex2f(1, -1);
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glVertexAttrib2f(0, 1, -1);
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glVertexAttrib2f(1, 1, 1);
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glVertexAttrib2f(1, 1, 1);
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glVertex2f(1,1);
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glVertexAttrib2f(0, 1,1);
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glEnd();
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glEnd();
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#endif
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#endif
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}
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}
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