[iortcw] 86/497: All: Rend2: Update rend2-readme.txt
Simon McVittie
smcv at debian.org
Fri Sep 8 10:36:30 UTC 2017
This is an automated email from the git hooks/post-receive script.
smcv pushed a commit to annotated tag 1.42d
in repository iortcw.
commit 03f067f5a81b0af9ae88cb7312a81f29e4881ecb
Author: M4N4T4RMS at gmail.com <M4N4T4RMS at gmail.com@e65d2741-a53d-b2dc-ae96-bb75fa5e4c4a>
Date: Sat Apr 26 10:35:26 2014 +0000
All: Rend2: Update rend2-readme.txt
---
MP/rend2-readme.txt | 90 +++++++++-------------------------------------------
SP/rend2-readme.txt | 91 +++++++++--------------------------------------------
2 files changed, 29 insertions(+), 152 deletions(-)
diff --git a/MP/rend2-readme.txt b/MP/rend2-readme.txt
index 8293077..e2f823a 100644
--- a/MP/rend2-readme.txt
+++ b/MP/rend2-readme.txt
@@ -18,7 +18,6 @@ compatibility with existing RTCW mods.
- Texture upsampling.
- Advanced materials support.
- Advanced shading and specular methods.
- - Separate material/light/framebuffer/tonemap gamma.
- LATC and BPTC texture compression support.
- Screen-space ambient occlusion.
@@ -310,29 +309,6 @@ Cvars for the sunlight and cascaded shadow maps:
2048 - 2048x2048, extreme.
4096 - 4096x4096, indistinguishable from
2048.
-
-Cvars for adjusting gamma values:
- r_materialGamma - Gamma level for material textures.
- (diffuse, specular)
- 1.0 - Quake 3, fastest. (default)
- 2.0 - More accurate, slower.
- 2.2 - Most accurate, slowest.
-
- r_lightGamma - Gamma level for light.
- (lightmap, lightgrid, vertex lights)
- 1.0 - Quake 3, fastest. (default)
- 2.0 - More accurate, slower.
- 2.2 - Most accurate, slowest.
-
- r_framebufferGamma - Gamma level for framebuffers.
- 1.0 - Quake 3, fastest. (default)
- 2.0 - More accurate, slower.
- 2.2 - Most accurate, slowest.
-
- r_tonemapGamma - Gamma applied after tonemapping.
- 1.0 - Quake 3, fastest. (default)
- 2.0 - More accurate, slower.
- 2.2 - Most accurate, slowest.
Cvars that you probably don't care about or shouldn't mess with:
r_mergeMultidraws - Optimize number of calls to
@@ -381,6 +357,20 @@ Cvars that you probably don't care about or shouldn't mess with:
r_shadowCascadeZBias - Z-bias for shadow cascade frustums.
-256 - Default.
+ r_materialGamma - Gamma level for material textures.
+ (diffuse, specular)
+ 1.0 - RTCW, fastest. (default)
+
+ r_lightGamma - Gamma level for light.
+ (lightmap, lightgrid, vertex lights)
+ 1.0 - RTCW, fastest. (default)
+
+ r_framebufferGamma - Gamma level for framebuffers.
+ 1.0 - RTCW, fastest. (default)
+
+ r_tonemapGamma - Gamma applied after tonemapping.
+ 1.0 - RTCW, fastest. (default)
+
Cvars that have broken bits:
r_dlightMode - Change how dynamic lights look.
@@ -616,58 +606,6 @@ adjust the effect before settling on fixed settings.
-------------------------------------------------------------------------------
- MATERIAL/LIGHT/FRAMEBUFFER/TONEMAP GAMMA
--------------------------------------------------------------------------------
-
-This adds four cvars, r_materialGamma, r_lightGamma, r_framebufferGamma, and
-r_tonemapGamma. These adjust the gamma levels of their corresponding texture
-or color, allowing for more realistic lighting and shading.
-
-These settings are fastest:
-
- r_materialGamma 1
- r_lightGamma 1
- r_framebufferGamma 1
- r_tonemapGamma 1
-
-This is the same as Quake 3 behaviour, where colors are not adjusted for gamma
-until presentation to the screen.
-
-These settings are more accurate:
-
- r_materialGamma 2
- r_lightGamma 2
- r_framebufferGamma 2
- r_tonemapGamma 2
-
-This converts diffuse/specular from gamma 2 space to linear space
-(r_materialGamma 2), converts light values similarly (r_lightGamma 2),
-converts those to the gamma 2 of the framebuffer (r_framebufferGamma 2), and
-converts to a monitor gamma of 2 after tonemapping (r_tonemapGamma 2).
-
-These settings are the most accurate:
-
- r_materialGamma 2.2
- r_lightGamma 2.2
- r_framebufferGamma 2.2
- r_tonemapGamma 2.2
-
-This is the same as the previous, except using a more correct gamma of 2.2,
-which approximates sRGB.
-
-The only issue with these last two examples are that dlights aren't added
-linearly, since they are still performed as a straight add to a non-linear
-framebuffer. To fix this, these settings are possible:
-
- r_materialGamma 2.2
- r_lightGamma 2.2
- r_framebufferGamma 1.0
- r_tonemapGamma 2.2
-
-But these cause UI draws to have the wrong gamma, as these are rendered after
-tonemapping. I recommend the use of the second or third set of settings.
-
--------------------------------------------------------------------------------
THANKS
-------------------------------------------------------------------------------
diff --git a/SP/rend2-readme.txt b/SP/rend2-readme.txt
index ba92660..f1fce84 100644
--- a/SP/rend2-readme.txt
+++ b/SP/rend2-readme.txt
@@ -18,7 +18,6 @@ compatibility with existing RTCW mods.
- Texture upsampling.
- Advanced materials support.
- Advanced shading and specular methods.
- - Separate material/light/framebuffer/tonemap gamma.
- LATC and BPTC texture compression support.
- Screen-space ambient occlusion.
@@ -310,30 +309,8 @@ Cvars for the sunlight and cascaded shadow maps:
2048 - 2048x2048, extreme.
4096 - 4096x4096, indistinguishable from
2048.
-
-Cvars for adjusting gamma values:
- r_materialGamma - Gamma level for material textures.
- (diffuse, specular)
- 1.0 - Quake 3, fastest. (default)
- 2.0 - More accurate, slower.
- 2.2 - Most accurate, slowest.
-
- r_lightGamma - Gamma level for light.
- (lightmap, lightgrid, vertex lights)
- 1.0 - Quake 3, fastest. (default)
- 2.0 - More accurate, slower.
- 2.2 - Most accurate, slowest.
-
- r_framebufferGamma - Gamma level for framebuffers.
- 1.0 - Quake 3, fastest. (default)
- 2.0 - More accurate, slower.
- 2.2 - Most accurate, slowest.
-
- r_tonemapGamma - Gamma applied after tonemapping.
- 1.0 - Quake 3, fastest. (default)
- 2.0 - More accurate, slower.
- 2.2 - Most accurate, slowest.
+
Cvars that you probably don't care about or shouldn't mess with:
r_mergeMultidraws - Optimize number of calls to
glMultiDrawElements().
@@ -381,6 +358,20 @@ Cvars that you probably don't care about or shouldn't mess with:
r_shadowCascadeZBias - Z-bias for shadow cascade frustums.
-256 - Default.
+ r_materialGamma - Gamma level for material textures.
+ (diffuse, specular)
+ 1.0 - RTCW, fastest. (default)
+
+ r_lightGamma - Gamma level for light.
+ (lightmap, lightgrid, vertex lights)
+ 1.0 - RTCW, fastest. (default)
+
+ r_framebufferGamma - Gamma level for framebuffers.
+ 1.0 - RTCW, fastest. (default)
+
+ r_tonemapGamma - Gamma applied after tonemapping.
+ 1.0 - RTCW, fastest. (default)
+
Cvars that have broken bits:
r_dlightMode - Change how dynamic lights look.
@@ -616,58 +607,6 @@ adjust the effect before settling on fixed settings.
-------------------------------------------------------------------------------
- MATERIAL/LIGHT/FRAMEBUFFER/TONEMAP GAMMA
--------------------------------------------------------------------------------
-
-This adds four cvars, r_materialGamma, r_lightGamma, r_framebufferGamma, and
-r_tonemapGamma. These adjust the gamma levels of their corresponding texture
-or color, allowing for more realistic lighting and shading.
-
-These settings are fastest:
-
- r_materialGamma 1
- r_lightGamma 1
- r_framebufferGamma 1
- r_tonemapGamma 1
-
-This is the same as Quake 3 behaviour, where colors are not adjusted for gamma
-until presentation to the screen.
-
-These settings are more accurate:
-
- r_materialGamma 2
- r_lightGamma 2
- r_framebufferGamma 2
- r_tonemapGamma 2
-
-This converts diffuse/specular from gamma 2 space to linear space
-(r_materialGamma 2), converts light values similarly (r_lightGamma 2),
-converts those to the gamma 2 of the framebuffer (r_framebufferGamma 2), and
-converts to a monitor gamma of 2 after tonemapping (r_tonemapGamma 2).
-
-These settings are the most accurate:
-
- r_materialGamma 2.2
- r_lightGamma 2.2
- r_framebufferGamma 2.2
- r_tonemapGamma 2.2
-
-This is the same as the previous, except using a more correct gamma of 2.2,
-which approximates sRGB.
-
-The only issue with these last two examples are that dlights aren't added
-linearly, since they are still performed as a straight add to a non-linear
-framebuffer. To fix this, these settings are possible:
-
- r_materialGamma 2.2
- r_lightGamma 2.2
- r_framebufferGamma 1.0
- r_tonemapGamma 2.2
-
-But these cause UI draws to have the wrong gamma, as these are rendered after
-tonemapping. I recommend the use of the second or third set of settings.
-
--------------------------------------------------------------------------------
THANKS
-------------------------------------------------------------------------------
--
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