From: havoc Date: Sat, 9 Apr 2011 17:11:18 +0000 (+0000) Subject: correct a cvar comment now that directional shading uses 8x data X-Git-Tag: xonotic-v0.6.0~163^2~504 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=b6cc94dfae08e7ab8e881fb6ed222041a5e70bd7;p=xonotic%2Fdarkplaces.git correct a cvar comment now that directional shading uses 8x data git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11042 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/r_shadow.c b/r_shadow.c index 8dd5770d..ed371f12 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -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)"};