me.TD(me, 1, 1.9, e = makeVoretCheckBox(0, "r_glsl_offsetmapping_reliefmapping", "Relief mapping"));\r
setDependentAND(e, "vid_gl20", 1, 1, "r_glsl_offsetmapping", 1, 1);\r
me.TR(me);\r
- me.TD(me, 1, 1, e = makeVoretCheckBox(0, "r_water", "Reflections: *"));\r
+ me.TD(me, 1, 1, e = makeVoretCheckBox(0, "r_water", "Reflections:"));\r
setDependent(e, "vid_gl20", 1, 1);\r
me.TD(me, 1, 2, e = makeVoretTextSlider("r_water_resolutionmultiplier"));\r
e.addValue(e, "Blurred", "0.25");\r
e.addValue(e, "Sharp", "1");\r
e.configureVoretTextSliderValues(e);\r
setDependentAND(e, "vid_gl20", 1, 1, "r_water", 1, 1);\r
- me.TR(me);\r
- me.TDempty(me, 0.2);\r
- me.TD(me, 1, 1, e = makeVoretTextLabel(0, "* may heavily reduce performance"));\r
me.TR(me);\r
me.TR(me);\r
me.TD(me, 1, 3, e = makeVoretRadioButton(1, string_null, string_null, "No dynamic lighting"));\r
e.savedValue = 0.5; // default\r
me.TD(me, 1, 2, s);\r
me.TR(me);\r
- me.TD(me, 1, 1, e = makeVoretCheckBox(0, "hud_postprocessing", "Damage & Water blur"));\r
+ me.TD(me, 1, 1, e = makeVoretCheckBox(0, "hud_postprocessing", "Damage & Water blur *"));\r
+ me.TR(me);\r
+ me.TDempty(me, 0.2);\r
+ me.TD(me, 1, 1, e = makeVoretTextLabel(0, "* damage blur requires 'screen splashes'"));\r
\r
me.gotoRC(me, me.rows - 1, 0);\r
me.TD(me, 1, me.columns, makeVoretCommandButton("Apply immediately", '0 0 0', "vid_restart", COMMANDBUTTON_APPLY));\r