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@ -9,6 +9,40 @@ Samuel Villarreal, Christoph Oelckers and anyone else involved in creating or ma
The ray tracing code has been completely rewritten since. It now supports bounces and can do the ray tracing on the GPU.
## ZDRay Usage
<pre>
Usage: zdray [options] sourcefile.wad
-m, --map=MAP Only affect the specified map
-o, --output=FILE Write output to FILE instead of tmp.wad
-c, --comments Write UDMF index comments
-q, --no-prune Keep unused sidedefs and sectors
-N, --no-nodes Do not rebuild nodes
-g, --gl Build GL-friendly nodes
-G, --gl-matching Build GL-friendly nodes that match normal nodes
-x, --gl-only Only build GL-friendly nodes
-5, --gl-v5 Create v5 GL-friendly nodes (overriden by -z and -X)
-X, --extended Create extended nodes (including GL nodes, if built)
-z, --compress Compress the nodes (including GL nodes, if built)
-Z, --compress-normal Compress normal nodes but not GL nodes
-b, --empty-blockmap Create an empty blockmap
-r, --empty-reject Create an empty reject table
-R, --zero-reject Create a reject table of all zeroes
-E, --no-reject Leave reject table untouched
-p, --partition=NNN Maximum segs to consider at each node (default 64)
-s, --split-cost=NNN Cost for splitting segs (default 8)
-d, --diagonal-cost=NNN Cost for avoiding diagonal splitters (default 16)
-P, --no-polyobjs Do not check for polyobject subsector splits
-j, --threads=NNN Number of threads used for raytracing (default 64)
-S, --size=NNN lightmap texture dimensions for width and height must be in powers of two (1, 2, 4, 8, 16, etc)
-C, --cpu-raytrace Use the CPU for ray tracing
-D, --vkdebug Print messages from the vulkan validation layer
-w, --warn Show warning messages
-t, --no-timing Suppress timing information
-V, --version Display version information
--help Display this usage information
</pre>
## ZDRay UDMF properties
<pre>