From: havoc Date: Thu, 17 Mar 2011 17:52:31 +0000 (+0000) Subject: change default r_shadow_deferred_8bitrange to 4 to reduce saturating X-Git-Tag: xonotic-v0.5.0~406 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=084575f4bfb8fd40793998cbfd34719a18568208;p=xonotic%2Fdarkplaces.git change default r_shadow_deferred_8bitrange to 4 to reduce saturating artifacts in common usage git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10928 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=2bcb68b68bb66e5f1977dc211c1c8a320c2c69b8 --- diff --git a/r_shadow.c b/r_shadow.c index 9a03b06d..0fac2a55 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -273,7 +273,7 @@ cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"}; cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"}; cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"}; -cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"}; +cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "4", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"}; //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"}; cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"}; cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};