]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
correct a cvar comment now that directional shading uses 8x data
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 9 Apr 2011 17:11:18 +0000 (17:11 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 9 Apr 2011 17:11:18 +0000 (17:11 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11042 d7cf8633-e32d-0410-b094-e92efae38249

r_shadow.c

index 8dd5770d2e1044b666a1c37f0b84d9899c7c736e..ed371f1225542f32f997c545f72d4e26f22605cb 100644 (file)
@@ -323,7 +323,7 @@ cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform pa
 cvar_t r_shadow_bouncegrid_airstepmax = {CVAR_SAVE, "r_shadow_bouncegrid_airstepmax", "1024", "maximum number of photon accumulation contributions for one photon"};
 cvar_t r_shadow_bouncegrid_airstepsize = {CVAR_SAVE, "r_shadow_bouncegrid_airstepsize", "64", "maximum spacing of photon accumulation through the air"};
 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
-cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 4x as many pixels to hold the additional data"};
+cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
 cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
 cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_incluedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};