diff options
Diffstat (limited to 'rend2-readme.txt')
-rw-r--r-- | rend2-readme.txt | 84 |
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. |