maxSurfaceIndexes = game->maxSurfaceIndexes;
emitFlares = game->emitFlares;
texturesRGB = game->texturesRGB;
+ colorsRGB = game->colorsRGB;
/* process arguments */
for( i = 1; i < (argc - 1); i++ )
texturesRGB = qfalse;
Sys_Printf( "Textures are linear\n" );
}
+ else if( !strcmp( argv[ i ], "-sRGBcolor" ) )
+ {
+ colorsRGB = qtrue;
+ Sys_Printf( "Colors are in sRGB\n" );
+ }
+ else if( !strcmp( argv[ i ], "-nosRGBcolor" ) )
+ {
+ colorsRGB = qfalse;
+ Sys_Printf( "Colors are linear\n" );
+ }
else if( !strcmp( argv[ i ], "-altsplit" ) )
{
Sys_Printf( "Alternate BSP splitting (by 27) enabled\n" );
0, /* lightmap gamma */
qfalse, /* lightmap sRGB */
qfalse, /* texture sRGB */
+ qfalse, /* color sRGB */
0, /* lightmap exposure */
0, /* lightmap compensate */
0, /* lightgrid scale */
1.0f, /* lightmap gamma */
qfalse, /* lightmap sRGB */
qfalse, /* texture sRGB */
+ qfalse, /* color sRGB */
200.0f, /* lightmap exposure */
1.0f, /* lightmap compensate */
0.3f, /* lightgrid scale */
1.2f, /* lightmap gamma */
qfalse, /* lightmap sRGB */
qfalse, /* texture sRGB */
+ qfalse, /* color sRGB */
200.0f, /* lightmap exposure */
1.0f, /* lightmap compensate */
0.3f, /* lightgrid scale */
1.0f, /* lightmap gamma */
qfalse, /* lightmap sRGB */
qfalse, /* texture sRGB */
+ qfalse, /* color sRGB */
1.0f, /* lightmap exposure */
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightmap gamma */
qtrue, /* lightmap sRGB */
qfalse, /* texture sRGB (yes, this is incorrect, but we better match ET:UT) */
+ qfalse, /* color sRGB */
1.0f, /* lightmap exposure */
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightmap gamma */
qfalse, /* lightmap sRGB */
qfalse, /* texture sRGB */
+ qfalse, /* color sRGB */
1.0f, /* lightmap exposure */
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightmap gamma */
qfalse, /* lightmap sRGB */
qfalse, /* texture sRGB */
+ qfalse, /* color sRGB */
1.0f, /* lightmap exposure */
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightmap gamma */
qfalse, /* lightmap sRGB */
qfalse, /* texture sRGB */
+ qfalse, /* color sRGB */
1.0f, /* lightmap exposure */
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightmap gamma */
qfalse, /* lightmap sRGB */
qfalse, /* texture sRGB */
+ qfalse, /* color sRGB */
200.0f, /* lightmap exposure */
1.0f, /* lightmap compensate */
0.4f, /* lightgrid scale */
1.0f, /* lightmap gamma */
qfalse, /* lightmap sRGB */
qfalse, /* texture sRGB */
+ qfalse, /* color sRGB */
1.0f, /* lightmap exposure */
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightmap gamma */
qfalse, /* lightmap sRGB */
qfalse, /* texture sRGB */
+ qfalse, /* color sRGB */
1.0f, /* lightmap exposure */
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightmap gamma */
qfalse, /* lightmap sRGB */
qfalse, /* texture sRGB */
+ qfalse, /* color sRGB */
1.0f, /* lightmap exposure */
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightmap gamma */
qfalse, /* lightmap sRGB */
qfalse, /* texture sRGB */
+ qfalse, /* color sRGB */
1.0f, /* lightmap exposure */
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightmap gamma */
qfalse, /* lightmap sRGB */
qfalse, /* texture sRGB */
+ qfalse, /* color sRGB */
1.0f, /* lightmap exposure */
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
2.0f, /* lightmap gamma */
qfalse, /* lightmap sRGB */
qfalse, /* texture sRGB */
+ qfalse, /* color sRGB */
1.0f, /* lightmap exposure */
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightmap gamma */
qfalse, /* lightmap sRGB */
qfalse, /* texture sRGB */
+ qfalse, /* color sRGB */
1.0f, /* lightmap exposure */
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightmap gamma */
qfalse, /* lightmap sRGB */
qfalse, /* texture sRGB */
+ qfalse, /* color sRGB */
1.0f, /* lightmap exposure */
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightmap gamma */
qfalse, /* lightmap sRGB */
qfalse, /* texture sRGB */
+ qfalse, /* color sRGB */
1.0f, /* lightmap exposure */
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightmap gamma */
qfalse, /* lightmap sRGB */
qfalse, /* texture sRGB */
+ qfalse, /* color sRGB */
1.0f, /* lightmap exposure */
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
else
Sys_Printf( " texture colorspace: linear\n" );
+ colorsRGB = game->colorsRGB;
+ if(colorsRGB)
+ Sys_Printf( " _color colorspace: sRGB\n" );
+ else
+ Sys_Printf( " _color colorspace: linear\n" );
+
lightmapCompensate = game->lightmapCompensate;
Sys_Printf( " lightning compensation: %f\n", lightmapCompensate );
Sys_Printf( "Textures are linear\n" );
}
+ else if( !strcmp( argv[ i ], "-sRGBcolor" ) )
+ {
+ colorsRGB = qtrue;
+ Sys_Printf( "Colors are in sRGB\n" );
+ }
+
+ else if( !strcmp( argv[ i ], "-nosRGBcolor" ) )
+ {
+ colorsRGB = qfalse;
+ Sys_Printf( "Colors are linear\n" );
+ }
+
else if( !strcmp( argv[ i ], "-exposure" ) )
{
f = atof( argv[ i + 1 ] );
float lightmapGamma; /* default lightmap gamma */
qboolean lightmapsRGB; /* default lightmap sRGB mode */
qboolean texturesRGB; /* default texture sRGB mode */
+ qboolean colorsRGB; /* default color sRGB mode */
float lightmapExposure; /* default lightmap exposure */
float lightmapCompensate; /* default lightmap compensate value */
float gridScale; /* vortex: default lightgrid scale (affects both directional and ambient spectres) */
Q_EXTERN float lightmapGamma Q_ASSIGN( 1.0f );
Q_EXTERN float lightmapsRGB Q_ASSIGN( qfalse );
Q_EXTERN float texturesRGB Q_ASSIGN( qfalse );
+Q_EXTERN float colorsRGB Q_ASSIGN( qfalse );
Q_EXTERN float lightmapExposure Q_ASSIGN( 1.0f );
Q_EXTERN float lightmapCompensate Q_ASSIGN( 1.0f );