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Increase default geometric detail on characters and patches #300

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Oct 18, 2024
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4 changes: 2 additions & 2 deletions code/renderer/tr_init.c
Original file line number Diff line number Diff line change
Expand Up @@ -1523,7 +1523,7 @@ static void R_Register( void )
ri.Cvar_CheckRange( r_mapGreyScale, "-1", "1", CV_FLOAT );
ri.Cvar_SetDescription(r_mapGreyScale, "Desaturate world map textures only, works independently from \\r_greyscale, negative values only desaturate lightmaps.");

r_subdivisions = ri.Cvar_Get( "r_subdivisions", "4", CVAR_ARCHIVE_ND | CVAR_LATCH );
r_subdivisions = ri.Cvar_Get( "r_subdivisions", "1", CVAR_ARCHIVE_ND | CVAR_LATCH );
ri.Cvar_SetDescription(r_subdivisions, "Distance to subdivide bezier curved surfaces. Higher values mean less subdivision and less geometric complexity.");

r_maxpolys = ri.Cvar_Get( "r_maxpolys", XSTRING( MAX_POLYS ), CVAR_LATCH );
Expand All @@ -1537,7 +1537,7 @@ static void R_Register( void )
r_lodCurveError = ri.Cvar_Get( "r_lodCurveError", "250", CVAR_ARCHIVE_ND );
ri.Cvar_CheckRange( r_lodCurveError, "-1", "8192", CV_FLOAT );
ri.Cvar_SetDescription( r_lodCurveError, "Level of detail error on curved surface grids. Higher values result in better quality at a distance." );
r_lodbias = ri.Cvar_Get( "r_lodbias", "0", CVAR_ARCHIVE_ND );
r_lodbias = ri.Cvar_Get( "r_lodbias", "-2", CVAR_ARCHIVE_ND );
ri.Cvar_SetDescription( r_lodbias, "Sets the level of detail of in-game models:\n -2: Ultra (further delays LOD transition in the distance)\n -1: Very High (delays LOD transition in the distance)\n 0: High\n 1: Medium\n 2: Low" );
r_znear = ri.Cvar_Get( "r_znear", "4", CVAR_CHEAT );
ri.Cvar_CheckRange( r_znear, "0.001", "200", CV_FLOAT );
Expand Down
4 changes: 2 additions & 2 deletions code/renderer2/tr_init.c
Original file line number Diff line number Diff line change
Expand Up @@ -1152,7 +1152,7 @@ static void R_Register( void )
ri.Cvar_SetDescription( r_simpleMipMaps, "Whether or not to use a simple mipmapping algorithm or a more correct one:\n 0: off (proper linear filter)\n 1: on (for slower machines)" );
r_vertexLight = ri.Cvar_Get( "r_vertexLight", "0", CVAR_ARCHIVE | CVAR_LATCH );
ri.Cvar_SetDescription( r_vertexLight, "Set to 1 to use vertex light instead of lightmaps, collapse all multi-stage shaders into single-stage ones, might cause rendering artifacts." );
r_subdivisions = ri.Cvar_Get ("r_subdivisions", "4", CVAR_ARCHIVE | CVAR_LATCH);
r_subdivisions = ri.Cvar_Get ("r_subdivisions", "1", CVAR_ARCHIVE | CVAR_LATCH);
ri.Cvar_SetDescription(r_subdivisions, "Distance to subdivide bezier curved surfaces. Higher values mean less subdivision and less geometric complexity.");
r_greyscale = ri.Cvar_Get("r_greyscale", "0", CVAR_ARCHIVE | CVAR_LATCH);
ri.Cvar_CheckRange( r_greyscale, "0", "1", CV_FLOAT );
Expand Down Expand Up @@ -1257,7 +1257,7 @@ static void R_Register( void )
r_lodCurveError = ri.Cvar_Get( "r_lodCurveError", "250", CVAR_ARCHIVE );
ri.Cvar_CheckRange( r_lodCurveError, "-1", "8192", CV_FLOAT );
ri.Cvar_SetDescription( r_lodCurveError, "Level of detail error on curved surface grids. Higher values result in better quality at a distance." );
r_lodbias = ri.Cvar_Get( "r_lodbias", "0", CVAR_ARCHIVE );
r_lodbias = ri.Cvar_Get( "r_lodbias", "-2", CVAR_ARCHIVE );
ri.Cvar_SetDescription( r_lodbias, "Sets the level of detail of in-game models:\n -2: Ultra (further delays LOD transition in the distance)\n -1: Very High (delays LOD transition in the distance)\n 0: High\n 1: Medium\n 2: Low" );
r_flares = ri.Cvar_Get ("r_flares", "0", CVAR_ARCHIVE );
ri.Cvar_SetDescription( r_flares, "Enables corona effects on light sources." );
Expand Down
4 changes: 2 additions & 2 deletions code/renderervk/tr_init.c
Original file line number Diff line number Diff line change
Expand Up @@ -1548,7 +1548,7 @@ static void R_Register( void )
ri.Cvar_CheckRange( r_mapGreyScale, "-1", "1", CV_FLOAT );
ri.Cvar_SetDescription(r_mapGreyScale, "Desaturate world map textures only, works independently from \\r_greyscale, negative values only desaturate lightmaps.");

r_subdivisions = ri.Cvar_Get( "r_subdivisions", "4", CVAR_ARCHIVE_ND | CVAR_LATCH );
r_subdivisions = ri.Cvar_Get( "r_subdivisions", "1", CVAR_ARCHIVE_ND | CVAR_LATCH );
ri.Cvar_SetDescription(r_subdivisions, "Distance to subdivide bezier curved surfaces. Higher values mean less subdivision and less geometric complexity.");

r_maxpolys = ri.Cvar_Get( "r_maxpolys", XSTRING( MAX_POLYS ), CVAR_LATCH );
Expand All @@ -1562,7 +1562,7 @@ static void R_Register( void )
r_lodCurveError = ri.Cvar_Get( "r_lodCurveError", "250", CVAR_ARCHIVE_ND );
ri.Cvar_CheckRange( r_lodCurveError, "-1", "8192", CV_FLOAT );
ri.Cvar_SetDescription( r_lodCurveError, "Level of detail error on curved surface grids. Higher values result in better quality at a distance." );
r_lodbias = ri.Cvar_Get( "r_lodbias", "0", CVAR_ARCHIVE_ND );
r_lodbias = ri.Cvar_Get( "r_lodbias", "-2", CVAR_ARCHIVE_ND );
ri.Cvar_SetDescription( r_lodbias, "Sets the level of detail of in-game models:\n -2: Ultra (further delays LOD transition in the distance)\n -1: Very High (delays LOD transition in the distance)\n 0: High\n 1: Medium\n 2: Low" );
r_flares = ri.Cvar_Get ("r_flares", "0", CVAR_ARCHIVE_ND );
ri.Cvar_SetDescription( r_flares, "Enables corona effects on light sources." );
Expand Down