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-rw-r--r--rend2-readme.txt84
1 files changed, 45 insertions, 39 deletions
diff --git a/rend2-readme.txt b/rend2-readme.txt
index 0fb6b34c..88f39bed 100644
--- a/rend2-readme.txt
+++ b/rend2-readme.txt
@@ -92,12 +92,18 @@ Cvars for simple rendering features:
0 - None. (default)
1-16 - Some.
17+ - Too much!
-
+
r_ssao - Enable screen-space ambient occlusion.
Currently eats framerate and has some
- visible artifacts.
- 0 - No. (default)
- 1 - Yes.
+ visible artifacts.
+ 0 - No. (default)
+ 1 - Yes.
+
+ r_softOverbright - Enable software overbrighting. This enables
+ overbrighting even in a window. Is disabled
+ when r_toneMap 1 and r_hdr 1.
+ 0 - No.
+ 1 - Yes. (default)
Cvars for HDR and tonemapping:
r_hdr - Do scene rendering in a framebuffer with
@@ -123,63 +129,63 @@ Cvars for HDR and tonemapping:
r_forceToneMap - Cheat. Override built-in and map tonemap
settings and use cvars r_forceToneMapAvg,
- r_forceToneMapMin, and r_forceToneMapMax.
- 0 - No. (default)
- 1 - Yes.
+ r_forceToneMapMin, and r_forceToneMapMax.
+ 0 - No. (default)
+ 1 - Yes.
r_forceToneMapAvg - Cheat. Map average scene luminance to this
value, in powers of two. Requires
- r_forceToneMap.
- -2.0 - Dark.
- -1.0 - Kinda dark. (default).
- 2.0 - Too bright.
+ r_forceToneMap.
+ -2.0 - Dark.
+ -1.0 - Kinda dark. (default).
+ 2.0 - Too bright.
r_forceToneMapMin - Cheat. After mapping average, luminance
below this level is mapped to black.
- Requires r_forceToneMap.
- -5 - Not noticeable.
- -3.25 - Normal. (default)
- 0.0 - Too dark.
+ Requires r_forceToneMap.
+ -5 - Not noticeable.
+ -3.25 - Normal. (default)
+ 0.0 - Too dark.
r_forceToneMapMin - Cheat. After mapping average, luminance
above this level is mapped to white.
- Requires r_forceToneMap.
- 0.0 - Too bright.
- 1.0 - Normal. (default).
- 2.0 - Washed out.
+ Requires r_forceToneMap.
+ 0.0 - Too bright.
+ 1.0 - Normal. (default).
+ 2.0 - Washed out.
r_autoExposure - Do automatic exposure based on scene
brightness. Hardcoded to -2 to 2 on maps
- that don't specify otherwise. Requires
+ that don't specify otherwise. Requires
r_hdr, r_postprocess, and r_toneMap.
0 - No.
1 - Yes. (default)
-
+
r_forceAutoExposure - Cheat. Override built-in and map auto
exposure settings and use cvars
- r_forceAutoExposureMin and
- r_forceAutoExposureMax.
- 0 - No. (default)
- 1 - Yes.
+ r_forceAutoExposureMin and
+ r_forceAutoExposureMax.
+ 0 - No. (default)
+ 1 - Yes.
r_forceAutoExposureMin - Cheat. Set minimum exposure to this value,
in powers of two. Requires
- r_forceAutoExpsure.
- -3.0 - Dimmer.
- -2.0 - Normal. (default)
- -1.0 - Brighter.
+ r_forceAutoExpsure.
+ -3.0 - Dimmer.
+ -2.0 - Normal. (default)
+ -1.0 - Brighter.
r_forceAutoExposureMax - Cheat. Set maximum exposure to this value,
in powers of two. Requires
- r_forceAutoExpsure.
- 1.0 - Dimmer.
- 2.0 - Normal. (default)
- 3.0 - Brighter.
+ r_forceAutoExpsure.
+ 1.0 - Dimmer.
+ 2.0 - Normal. (default)
+ 3.0 - Brighter.
r_srgb - Treat all input textures as sRGB, and do
final rendering in a sRGB framebuffer. Only
- required if assets were created with it in
- mind.
+ required if assets were created with it in
+ mind.
0 - No. (default)
1 - Yes.
@@ -191,8 +197,8 @@ Cvars for advanced material usage:
1 - Yes. (default)
2 - Yes, and use Oren-Nayar reflectance
model.
- 3 - Yes, and use tri-Ace's Oren-Nayar
- reflectance model.
+ 3 - Yes, and use tri-Ace's Oren-Nayar
+ reflectance model.
r_specularMapping - Enable specular mapping for materials that
support it, and also specify advanced
@@ -563,7 +569,7 @@ contributed thoughts, ideas, and whole swaths of code to this project.
- Zachary 'Zakk' Slater, Thilo Schulz, Tim Angus, and the rest of the
ioquake3 team and contributors, for improving massively upon the raw Quake
- 3 source, and accepting my and gimhael's modular renderer patch.
+ 3 source, and accepting my and gimhael's modular renderer patch.
- Robert 'Tr3B' Beckebans and the other contributors to XReaL, for letting me
liberally copy code from you. :)
@@ -574,7 +580,7 @@ contributed thoughts, ideas, and whole swaths of code to this project.
- Yoshiharu Gotanda, Tatsuya Shoji, and the rest of tri-Ace's R&D Department,
for creating the tri-Ace shading equations and posting their derivations in
- simple English.
+ simple English.
- Matthias 'gimhael' Bentrup, for random ideas and bits of code.