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commit 06baa88661e4a03c5444fb30ea300c312b1a5463 Author: MAN-AT-ARMS <m4n4t4...@gmail.com> Date: Tue Jul 19 19:26:53 2016 -0400 All: Rend2: Update readme --- MP/{rend2-readme.txt => rend2-readme.md} | 201 +++++++++++++++---------------- SP/{rend2-readme.txt => rend2-readme.md} | 190 ++++++++++++++--------------- 2 files changed, 195 insertions(+), 196 deletions(-) diff --git a/MP/rend2-readme.txt b/MP/rend2-readme.md similarity index 79% rename from MP/rend2-readme.txt rename to MP/rend2-readme.md index 0c096d8..9493631 100644 --- a/MP/rend2-readme.txt +++ b/MP/rend2-readme.md @@ -1,4 +1,4 @@ -Rend2 +# Rend2 <insert ascii art here> Rend2 is an alternate renderer for iortcw. It aims to implement modern @@ -52,7 +52,9 @@ For Win32: 1. Start iowolfmp. (ioWolfMP.x86.exe on Win32) -2. Open the console (default key ~) and type '/cl_renderer rend2; vid_restart' +2. Open the console (the default key is tilde ~) and type +`/cl_renderer rend2` and press enter +`/vid_restart` then press enter again. 3. Enjoy. @@ -62,94 +64,94 @@ For Win32: ------------------------------------------------------------------------------- Cvars for simple rendering features: - r_ext_compressed_textures - Automatically compress textures. + +* `r_ext_compressed_textures` - Automatically compress textures. 0 - No texture compression. (default) 1 - DXT/RGTC texture compression if supported. 2 - BPTC texture compression if supported. - r_ext_framebuffer_multisample - Multisample Anti-aliasing. +* `r_ext_framebuffer_multisample` - Multisample Anti-aliasing. 0 - None. (default) 1-16 - Some. 17+ - Too much! - r_ssao - Enable screen-space ambient occlusion. +* `r_ssao` - Enable screen-space ambient occlusion. Currently eats framerate and has some visible artifacts. 0 - No. (default) 1 - Yes. Cvars for HDR and tonemapping: - r_hdr - Do scene rendering in a framebuffer with + + * `r_hdr` - Do scene rendering in a framebuffer with high dynamic range. (Less banding, and exposure changes look much better) 0 - No. 1 - Yes. (default) - r_cameraExposure - Cheat. Alter brightness, in powers of two. +* `r_cameraExposure` - Cheat. Alter brightness, in powers of two. -2 - 4x as dark. 0 - Normal. (default) 0.5 - Sqrt(2)x as bright. 2 - 4x as bright. - r_postProcess - Enable post-processing. +* `r_postProcess` - Enable post-processing. 0 - No. 1 - Yes. (default) - r_toneMap - Enable tone mapping. Requires +* `r_toneMap` - Enable tone mapping. Requires r_hdr and r_postProcess. 0 - No. 1 - Yes. (default) - r_forceToneMap - Cheat. Override built-in and map tonemap - settings and use cvars r_forceToneMapAvg, - r_forceToneMapMin, and r_forceToneMapMax. +* `r_forceToneMap` - Cheat. Override built-in and map tonemap settings and use cvars r_forceToneMapAvg, r_forceToneMapMin, and r_forceToneMapMax. 0 - No. (default) 1 - Yes. - r_forceToneMapAvg - Cheat. Map average scene luminance to this +* `r_forceToneMapAvg` - Cheat. Map average scene luminance to this value, in powers of two. Requires r_forceToneMap. -2.0 - Dark. -1.0 - Kinda dark. (default). 2.0 - Too bright. - r_forceToneMapMin - Cheat. After mapping average, luminance +* `r_forceToneMapMin` - Cheat. After mapping average, luminance below this level is mapped to black. Requires r_forceToneMap. -5 - Not noticeable. -3.25 - Normal. (default) 0.0 - Too dark. - r_forceToneMapMin - Cheat. After mapping average, luminance +* `r_forceToneMapMin` - Cheat. After mapping average, luminance above this level is mapped to white. Requires r_forceToneMap. 0.0 - Too bright. 1.0 - Normal. (default). 2.0 - Washed out. - r_autoExposure - Do automatic exposure based on scene +* `r_autoExposure` - Do automatic exposure based on scene brightness. Hardcoded to -2 to 2 on maps that don't specify otherwise. Requires r_hdr, r_postprocess, and r_toneMap. 0 - No. 1 - Yes. (default) - r_forceAutoExposure - Cheat. Override built-in and map auto +* `r_forceAutoExposure` - Cheat. Override built-in and map auto exposure settings and use cvars r_forceAutoExposureMin and r_forceAutoExposureMax. 0 - No. (default) 1 - Yes. - r_forceAutoExposureMin - Cheat. Set minimum exposure to this value, +* `r_forceAutoExposureMin` - Cheat. Set minimum exposure to this value, in powers of two. Requires r_forceAutoExpsure. -3.0 - Dimmer. -2.0 - Normal. (default) -1.0 - Brighter. - r_forceAutoExposureMax - Cheat. Set maximum exposure to this value, +* `r_forceAutoExposureMax` - Cheat. Set maximum exposure to this value, in powers of two. Requires r_forceAutoExpsure. 1.0 - Dimmer. @@ -157,17 +159,18 @@ Cvars for HDR and tonemapping: 3.0 - Brighter. Cvars for advanced material usage: - r_normalMapping - Enable normal maps for materials that + +* `r_normalMapping` - Enable normal maps for materials that support it. 0 - No. 1 - Yes. (default) - r_specularMapping - Enable specular maps for materials that +* `r_specularMapping` - Enable specular maps for materials that support it. 0 - No. 1 - Yes. (default) - r_deluxeMapping - Enable deluxe mapping. (Map is compiled +* `r_deluxeMapping` - Enable deluxe mapping. (Map is compiled with light directions.) Even if the map doesn't have deluxe mapping compiled in, an approximation based on the lightgrid @@ -175,27 +178,27 @@ Cvars for advanced material usage: 0 - No. 1 - Yes. (default) - r_parallaxMapping - Enable parallax mapping for materials that +* `r_parallaxMapping` - Enable parallax mapping for materials that support it. 0 - No. (default) 1 - Use parallax occlusion mapping. 2 - Use relief mapping. (slower) - r_baseSpecular - Set the specular reflectance of materials +* `r_baseSpecular` - Set the specular reflectance of materials which don't include a specular map or use the specularReflectance keyword. 0 - No. 0.04 - Realistic. (default) 1.0 - Ack. - r_baseGloss - Set the glossiness of materials which don't +* `r_baseGloss` - Set the glossiness of materials which don't include a specular map or use the specularExponent keyword. 0 - Rough. 0.3 - Default. 1.0 - Shiny. - r_baseNormalX - Set the scale of the X values from normal +* `r_baseNormalX` - Set the scale of the X values from normal maps when the normalScale keyword is not used. -1 - Flip X. @@ -203,7 +206,7 @@ Cvars for advanced material usage: 1 - Normal X. (default) 2 - Double X. - r_baseNormalY - Set the scale of the Y values from normal +* `r_baseNormalY` - Set the scale of the Y values from normal maps when the normalScale keyword is not used. -1 - Flip Y. @@ -211,7 +214,7 @@ Cvars for advanced material usage: 1 - Normal Y. (default) 2 - Double Y. - r_baseParallax - Sets the scale of the parallax effect for +* `r_baseParallax` - Sets the scale of the parallax effect for materials when the parallaxDepth keyword is not used. 0 - No depth. @@ -219,14 +222,15 @@ Cvars for advanced material usage: 0.05 - Standard depth. (default) 0.1 - Looks broken. - r_pbr - Enable physically based rendering. +* `r_pbr` - Enable physically based rendering. Experimental, will not look correct without assets meant for it. 0 - No. (default) 1 - Yes. Cvars for image interpolation and generation: - r_imageUpsample - Use interpolation to artifically increase + +* `r_imageUpsample` - Use interpolation to artifically increase the resolution of all textures. Looks good in certain circumstances. 0 - No. (default) @@ -234,50 +238,48 @@ Cvars for image interpolation and generation: 2 - 4x size. 3 - 8x size, etc - r_imageUpsampleMaxSize - Maximum texture size when upsampling +* `r_imageUpsampleMaxSize` - Maximum texture size when upsampling textures. 1024 - Default. 2048 - Really nice. 4096 - Really slow. 8192 - Crash. - r_imageUpsampleType - Type of interpolation when upsampling +* `r_imageUpsampleType` - Type of interpolation when upsampling textures. 0 - None. (probably broken) 1 - Bad but fast (default, FCBI without second derivatives) 2 - Okay but slow (normal FCBI) - r_genNormalMaps - Naively generate normal maps for all +* `r_genNormalMaps* - Naively generate normal maps for all textures. 0 - Don't. (default) 1 - Do. Cvars for the sunlight and cascaded shadow maps: - r_forceSun - Force sunlight and shadows, using sun - position from sky material. + +* `r_forceSun` - Cheat. Force sunlight and shadows, using sun position from sky material. 0 - Don't. (default) 1 - Do. 2 - Sunrise, sunset. - r_forceSunMapLightScale - Cheat. Scale map brightness by this factor +* `r_forceSunMapLightScale` - Cheat. Scale map brightness by this factor when r_forceSun 1. 1.0 - Default - r_forceSunLightScale - Cheat. Scale sun brightness by this factor +* `r_forceSunLightScale` - Cheat. Scale sun brightness by this factor when r_forceSun 1. 1.0 - Default - - r_forceSunAmbientScale - Cheat. Scale sun ambient brightness by this - factor when r_forceSun 1. - 0.5 - Default - r_sunShadows - Enable sunlight and cascaded shadow maps for +* `r_forceSunAmbientScale` - Cheat. Scale sun ambient brightness by this factor when r_forceSun 1. 0.5 - Default + +* `r_sunShadows` - Enable sunlight and cascaded shadow maps for it on maps that support it. 0 - No. 1 - Yes. (default) - r_sunlightMode - Specify the method used to add sunlight to +* `r_sunlightMode` - Specify the method used to add sunlight to the scene. 0 - No. 1 - Multiply lit areas by light scale, and @@ -287,13 +289,13 @@ Cvars for the sunlight and cascaded shadow maps: and doesn't integrate well with existing maps. - r_shadowFilter - Enable filtering shadows for a smoother +* `r_shadowFilter` - Enable filtering shadows for a smoother look. 0 - No. 1 - Some. (default) 2 - Much. - r_shadowMapSize - Size of each cascaded shadow map. +* `r_shadowMapSize` - Size of each cascaded shadow map. 256 - 256x256, ugly, probably shouldn't go below this. 512 - 512x512, passable. @@ -302,66 +304,65 @@ Cvars for the sunlight and cascaded shadow maps: 4096 - 4096x4096, indistinguishable from 2048. - Cvars that you probably don't care about or shouldn't mess with: - r_mergeMultidraws - Optimize number of calls to + +* `r_mergeMultidraws` - Optimize number of calls to glMultiDrawElements(). 0 - Don't. 1 - Do some. (default) 2 - Do more than necessary (eats CPU). - r_mergeLeafSurfaces - Merge surfaces that share common materials +* `r_mergeLeafSurfaces` - Merge surfaces that share common materials and a common leaf. Speeds up rendering. 0 - Don't. 1 - Do. (default) - r_recalcMD3Normals - Recalculate the normals when loading an MD3. +* `r_recalcMD3Normals` - Recalculate the normals when loading an MD3. Fixes normal maps in some cases but looks ugly in others. 0 - Don't. (default) 1 - Do. - r_depthPrepass - Do a depth-only pass before rendering. +* `r_depthPrepass` - Do a depth-only pass before rendering. Speeds up rendering in cases where advanced features are used. Required for r_sunShadows. 0 - No. 1 - Yes. (default) - r_mergeLightmaps - Merge the small (128x128) lightmaps into +* `r_mergeLightmaps` - Merge the small (128x128) lightmaps into 2 or fewer giant (4096x4096) lightmaps. Easy speedup. 0 - Don't. 1 - Do. (default) - r_shadowCascadeZNear - Near plane for shadow cascade frustums. +* `r_shadowCascadeZNear` - Near plane for shadow cascade frustums. 4 - Default. - r_shadowCascadeZFar - Far plane for shadow cascade frustums. +* `r_shadowCascadeZFar` - Far plane for shadow cascade frustums. 3072 - Default. - r_shadowCascadeZBias - Z-bias for shadow cascade frustums. +* `r_shadowCascadeZBias` - Z-bias for shadow cascade frustums. -256 - Default. - Cvars that have broken bits: - r_dlightMode - Change how dynamic lights look. - 0 - RTCW style dlights, fake + +* `r_dlightMode` - Change how dynamic lights look. + 0 - Quake 3 style dlights, fake brightening. (default) 1 - Actual lighting, no shadows. 2 - Light and shadows. (broken) - r_pshadowDist - Virtual camera distance when creating shadow - maps for projected shadows. Deprecated. - - cg_shadows - Old shadow code. Deprecated. +* `r_pshadowDist` - Virtual camera distance when creating shadowmaps for projected shadows. Deprecated. + +* `cg_shadows` - Old shadow code. Deprecated. ------------------------------------------------------------------------------- MATERIALS ------------------------------------------------------------------------------- -Rend2 supports .mtr files, which are basically the same as .shader files, and +OpenGL2 supports .mtr files, which are basically the same as .shader files, and are located in the same place, but override existing .shader files if they exist. This is to allow maps and mods to use the new material features without breaking the map when using the old renderer. @@ -393,12 +394,12 @@ Here's an example of a material stored in one, showing off some new features: } } -The first thing to notice is that this is basically the same as old RTCW +The first thing to notice is that this is basically the same as old Quake 3 shader files. The next thing to notice are the new keywords. Here is what they mean: - stage <type> - - State how this imagemap will be used by Rend2: + `stage <type>` + - State how this imagemap will be used by OpenGL2: diffuseMap - Standard, same as no stage entry normalMap - Image will be used as a normal map normalParallaxMap - Image will be used as a normal map with @@ -406,7 +407,7 @@ they mean: specularMap - Image will be used as a specular map with alpha treated as shininess. - specularReflectance <value> + `specularReflectance <value>` - State how metallic this material is. Metals typically have a high specular and a low diffuse, so this is typically high for them, and low for other materials, such as plastic. For typical values for various @@ -414,18 +415,18 @@ they mean: down to the reflection calculator and look up its reflectance. Default is 0.04, since most materials aren't metallic. - specularExponent <value> + `specularExponent <value>` - State how shiny this material is. Note that this is modulated by the alpha channel of the specular map, so if it were set to 16, and the alpha channel of the specular map was set to 0.5, then the shininess would be set to 8. Default 256. - normalScale <x> <y> + `normalScale <x> <y>` - State the X and Y scales of the normal map. This is useful for increasing or decreasing the "strength" of the normal map, or entering negative values to flip the X and/or Y values. Default 1 1. - parallaxDepth <value> + `parallaxDepth <value>` - State the maximum depth of the parallax map. This is a fairly sensitive value, and I recommend the default or lower. Default 0.05. @@ -505,8 +506,7 @@ and is the equivalent for 'exactVertex'. This adds a new keyword to sky materials, q3gl2_sun. The syntax is: - q3gl2_sun <red> <green> <blue> <intensity> <degrees> <elevation> - <mapLightScale> <ambientLightScale> + q3gl2_sun <red> <green> <blue> <intensity> <degrees> <elevation> <mapLightScale> <ambientLightScale> Note the first six parameters are the same as in q3map_sun or q3map_sunExt, and the last two indicate scaling factors for the map brightness and an ambient @@ -518,21 +518,21 @@ There are currently two ways to use this in your own (and other people's) maps. 'q3gl2_sun' line after your 'q3map_sun' line in your sky material, like so: - textures/skies/bluesky - { - qer_editorimage textures/skies/bluesky.jpg - - surfaceparm nomarks - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3map_sunExt 240 238 200 100 195 35 3 16 - q3gl2_sun 240 238 200 50 195 35 1.0 0.2 - q3map_skylight 50 16 - q3map_lightimage $whiteimage - - skyparms env/bluesky - - - } + textures/skies/bluesky + { + qer_editorimage textures/skies/bluesky.jpg + + surfaceparm nomarks + surfaceparm noimpact + surfaceparm nolightmap + surfaceparm sky + q3map_sunExt 240 238 200 100 195 35 3 16 + q3gl2_sun 240 238 200 50 195 35 1.0 0.2 + q3map_skylight 50 16 + q3map_lightimage $whiteimage + + skyparms env/bluesky - - + } The advantages with this method are that your map will continue to work with the old renderer with the sunlight baked into the lightmap, and it @@ -542,20 +542,20 @@ There are currently two ways to use this in your own (and other people's) maps. 2. Set r_sunlightMode to 2 and use 'q3gl2_sun' instead of 'q3map_sun' or 'q3map_sunExt', like so: - textures/skies/bluesky - { - qer_editorimage textures/skies/bluesky.jpg + textures/skies/bluesky + { + qer_editorimage textures/skies/bluesky.jpg - surfaceparm nomarks - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3gl2_sun 240 238 200 50 195 35 0.5 0.2 - q3map_skylight 50 16 - q3map_lightimage $whiteimage + surfaceparm nomarks + surfaceparm noimpact + surfaceparm nolightmap + surfaceparm sky + q3gl2_sun 240 238 200 50 195 35 0.5 0.2 + q3map_skylight 50 16 + q3map_lightimage $whiteimage - skyparms env/bluesky - - - } + skyparms env/bluesky - - + } The advantages with this method are that you don't get the artifacts that characterize the other method, and your map compiles a lot faster without @@ -570,8 +570,7 @@ There are currently two ways to use this in your own (and other people's) maps. This adds a new keyword to sky materials, q3gl2_tonemap. The syntax is: - q3gl2_tonemap <toneMapMin> <toneMapAvg> <toneMapMax <autoExposureMin> - <autoExposureMax> + q3gl2_tonemap <toneMapMin> <toneMapAvg> <toneMapMax> <autoExposureMin> <autoExposureMax> Each of these settings corresponds to a matching cvar, so you can view and adjust the effect before settling on fixed settings. @@ -584,7 +583,7 @@ adjust the effect before settling on fixed settings. I'd like to take this part of the readme to thank the numerous people who contributed thoughts, ideas, and whole swaths of code to this project. - - Id Software, for creating RTCW and releasing its source code under a + - Id Software, for creating Quake 3 and releasing its source code under a GPL license, without which this project would not be possible. - Zachary 'Zakk' Slater, Thilo Schulz, Tim Angus, and the rest of the diff --git a/SP/rend2-readme.txt b/SP/rend2-readme.md similarity index 80% rename from SP/rend2-readme.txt rename to SP/rend2-readme.md index f7b6bbb..079346c 100644 --- a/SP/rend2-readme.txt +++ b/SP/rend2-readme.md @@ -1,4 +1,4 @@ -Rend2 +# Rend2 <insert ascii art here> Rend2 is an alternate renderer for iortcw. It aims to implement modern @@ -52,7 +52,9 @@ For Win32: 1. Start iowolfsp. (ioWolfSP.x86.exe on Win32) -2. Open the console (default key ~) and type '/cl_renderer rend2; vid_restart' +2. Open the console (the default key is tilde ~) and type +`/cl_renderer rend2` and press enter +`/vid_restart` then press enter again. 3. Enjoy. @@ -62,94 +64,94 @@ For Win32: ------------------------------------------------------------------------------- Cvars for simple rendering features: - r_ext_compressed_textures - Automatically compress textures. + +* `r_ext_compressed_textures` - Automatically compress textures. 0 - No texture compression. (default) 1 - DXT/RGTC texture compression if supported. 2 - BPTC texture compression if supported. - r_ext_framebuffer_multisample - Multisample Anti-aliasing. +* `r_ext_framebuffer_multisample` - Multisample Anti-aliasing. 0 - None. (default) 1-16 - Some. 17+ - Too much! - r_ssao - Enable screen-space ambient occlusion. +* `r_ssao` - Enable screen-space ambient occlusion. Currently eats framerate and has some visible artifacts. 0 - No. (default) 1 - Yes. Cvars for HDR and tonemapping: - r_hdr - Do scene rendering in a framebuffer with + + * `r_hdr` - Do scene rendering in a framebuffer with high dynamic range. (Less banding, and exposure changes look much better) 0 - No. 1 - Yes. (default) - r_cameraExposure - Cheat. Alter brightness, in powers of two. +* `r_cameraExposure` - Cheat. Alter brightness, in powers of two. -2 - 4x as dark. 0 - Normal. (default) 0.5 - Sqrt(2)x as bright. 2 - 4x as bright. - r_postProcess - Enable post-processing. +* `r_postProcess` - Enable post-processing. 0 - No. 1 - Yes. (default) - r_toneMap - Enable tone mapping. Requires +* `r_toneMap` - Enable tone mapping. Requires r_hdr and r_postProcess. 0 - No. 1 - Yes. (default) - r_forceToneMap - Cheat. Override built-in and map tonemap - settings and use cvars r_forceToneMapAvg, - r_forceToneMapMin, and r_forceToneMapMax. +* `r_forceToneMap` - Cheat. Override built-in and map tonemap settings and use cvars r_forceToneMapAvg, r_forceToneMapMin, and r_forceToneMapMax. 0 - No. (default) 1 - Yes. - r_forceToneMapAvg - Cheat. Map average scene luminance to this +* `r_forceToneMapAvg` - Cheat. Map average scene luminance to this value, in powers of two. Requires r_forceToneMap. -2.0 - Dark. -1.0 - Kinda dark. (default). 2.0 - Too bright. - r_forceToneMapMin - Cheat. After mapping average, luminance +* `r_forceToneMapMin` - Cheat. After mapping average, luminance below this level is mapped to black. Requires r_forceToneMap. -5 - Not noticeable. -3.25 - Normal. (default) 0.0 - Too dark. - r_forceToneMapMin - Cheat. After mapping average, luminance +* `r_forceToneMapMin` - Cheat. After mapping average, luminance above this level is mapped to white. Requires r_forceToneMap. 0.0 - Too bright. 1.0 - Normal. (default). 2.0 - Washed out. - r_autoExposure - Do automatic exposure based on scene +* `r_autoExposure` - Do automatic exposure based on scene brightness. Hardcoded to -2 to 2 on maps that don't specify otherwise. Requires r_hdr, r_postprocess, and r_toneMap. 0 - No. 1 - Yes. (default) - r_forceAutoExposure - Cheat. Override built-in and map auto +* `r_forceAutoExposure` - Cheat. Override built-in and map auto exposure settings and use cvars r_forceAutoExposureMin and r_forceAutoExposureMax. 0 - No. (default) 1 - Yes. - r_forceAutoExposureMin - Cheat. Set minimum exposure to this value, +* `r_forceAutoExposureMin` - Cheat. Set minimum exposure to this value, in powers of two. Requires r_forceAutoExpsure. -3.0 - Dimmer. -2.0 - Normal. (default) -1.0 - Brighter. - r_forceAutoExposureMax - Cheat. Set maximum exposure to this value, +* `r_forceAutoExposureMax` - Cheat. Set maximum exposure to this value, in powers of two. Requires r_forceAutoExpsure. 1.0 - Dimmer. @@ -157,17 +159,18 @@ Cvars for HDR and tonemapping: 3.0 - Brighter. Cvars for advanced material usage: - r_normalMapping - Enable normal maps for materials that + +* `r_normalMapping` - Enable normal maps for materials that support it. 0 - No. 1 - Yes. (default) - r_specularMapping - Enable specular maps for materials that +* `r_specularMapping` - Enable specular maps for materials that support it. 0 - No. 1 - Yes. (default) - r_deluxeMapping - Enable deluxe mapping. (Map is compiled +* `r_deluxeMapping` - Enable deluxe mapping. (Map is compiled with light directions.) Even if the map doesn't have deluxe mapping compiled in, an approximation based on the lightgrid @@ -175,27 +178,27 @@ Cvars for advanced material usage: 0 - No. 1 - Yes. (default) - r_parallaxMapping - Enable parallax mapping for materials that +* `r_parallaxMapping` - Enable parallax mapping for materials that support it. 0 - No. (default) 1 - Use parallax occlusion mapping. 2 - Use relief mapping. (slower) - r_baseSpecular - Set the specular reflectance of materials +* `r_baseSpecular` - Set the specular reflectance of materials which don't include a specular map or use the specularReflectance keyword. 0 - No. 0.04 - Realistic. (default) 1.0 - Ack. - r_baseGloss - Set the glossiness of materials which don't +* `r_baseGloss` - Set the glossiness of materials which don't include a specular map or use the specularExponent keyword. 0 - Rough. 0.3 - Default. 1.0 - Shiny. - r_baseNormalX - Set the scale of the X values from normal +* `r_baseNormalX` - Set the scale of the X values from normal maps when the normalScale keyword is not used. -1 - Flip X. @@ -203,7 +206,7 @@ Cvars for advanced material usage: 1 - Normal X. (default) 2 - Double X. - r_baseNormalY - Set the scale of the Y values from normal +* `r_baseNormalY` - Set the scale of the Y values from normal maps when the normalScale keyword is not used. -1 - Flip Y. @@ -211,7 +214,7 @@ Cvars for advanced material usage: 1 - Normal Y. (default) 2 - Double Y. - r_baseParallax - Sets the scale of the parallax effect for +* `r_baseParallax` - Sets the scale of the parallax effect for materials when the parallaxDepth keyword is not used. 0 - No depth. @@ -219,14 +222,15 @@ Cvars for advanced material usage: 0.05 - Standard depth. (default) 0.1 - Looks broken. - r_pbr - Enable physically based rendering. +* `r_pbr` - Enable physically based rendering. Experimental, will not look correct without assets meant for it. 0 - No. (default) 1 - Yes. Cvars for image interpolation and generation: - r_imageUpsample - Use interpolation to artifically increase + +* `r_imageUpsample` - Use interpolation to artifically increase the resolution of all textures. Looks good in certain circumstances. 0 - No. (default) @@ -234,50 +238,48 @@ Cvars for image interpolation and generation: 2 - 4x size. 3 - 8x size, etc - r_imageUpsampleMaxSize - Maximum texture size when upsampling +* `r_imageUpsampleMaxSize` - Maximum texture size when upsampling textures. 1024 - Default. 2048 - Really nice. 4096 - Really slow. 8192 - Crash. - r_imageUpsampleType - Type of interpolation when upsampling +* `r_imageUpsampleType` - Type of interpolation when upsampling textures. 0 - None. (probably broken) 1 - Bad but fast (default, FCBI without second derivatives) 2 - Okay but slow (normal FCBI) - r_genNormalMaps - Naively generate normal maps for all +* `r_genNormalMaps* - Naively generate normal maps for all textures. 0 - Don't. (default) 1 - Do. Cvars for the sunlight and cascaded shadow maps: - r_forceSun - Force sunlight and shadows, using sun - position from sky material. + +* `r_forceSun` - Force sunlight and shadows, using sun position from sky material. 0 - Don't. (default) 1 - Do. 2 - Sunrise, sunset. - r_forceSunMapLightScale - Cheat. Scale map brightness by this factor +* `r_forceSunMapLightScale` - Cheat. Scale map brightness by this factor when r_forceSun 1. 1.0 - Default - r_forceSunLightScale - Cheat. Scale sun brightness by this factor +* `r_forceSunLightScale` - Cheat. Scale sun brightness by this factor when r_forceSun 1. 1.0 - Default - - r_forceSunAmbientScale - Cheat. Scale sun ambient brightness by this - factor when r_forceSun 1. - 0.5 - Default - r_sunShadows - Enable sunlight and cascaded shadow maps for +* `r_forceSunAmbientScale` - Cheat. Scale sun ambient brightness by this factor when r_forceSun 1. 0.5 - Default + +* `r_sunShadows` - Enable sunlight and cascaded shadow maps for it on maps that support it. 0 - No. 1 - Yes. (default) - r_sunlightMode - Specify the method used to add sunlight to +* `r_sunlightMode` - Specify the method used to add sunlight to the scene. 0 - No. 1 - Multiply lit areas by light scale, and @@ -287,13 +289,13 @@ Cvars for the sunlight and cascaded shadow maps: and doesn't integrate well with existing maps. - r_shadowFilter - Enable filtering shadows for a smoother +* `r_shadowFilter` - Enable filtering shadows for a smoother look. 0 - No. 1 - Some. (default) 2 - Much. - r_shadowMapSize - Size of each cascaded shadow map. +* `r_shadowMapSize` - Size of each cascaded shadow map. 256 - 256x256, ugly, probably shouldn't go below this. 512 - 512x512, passable. @@ -302,58 +304,58 @@ Cvars for the sunlight and cascaded shadow maps: 4096 - 4096x4096, indistinguishable from 2048. - Cvars that you probably don't care about or shouldn't mess with: - r_mergeMultidraws - Optimize number of calls to + +* `r_mergeMultidraws` - Optimize number of calls to glMultiDrawElements(). 0 - Don't. 1 - Do some. (default) 2 - Do more than necessary (eats CPU). - r_mergeLeafSurfaces - Merge surfaces that share common materials +* `r_mergeLeafSurfaces` - Merge surfaces that share common materials and a common leaf. Speeds up rendering. 0 - Don't. 1 - Do. (default) - r_recalcMD3Normals - Recalculate the normals when loading an MD3. +* `r_recalcMD3Normals` - Recalculate the normals when loading an MD3. Fixes normal maps in some cases but looks ugly in others. 0 - Don't. (default) 1 - Do. - r_depthPrepass - Do a depth-only pass before rendering. +* `r_depthPrepass` - Do a depth-only pass before rendering. Speeds up rendering in cases where advanced features are used. Required for r_sunShadows. 0 - No. 1 - Yes. (default) - r_mergeLightmaps - Merge the small (128x128) lightmaps into +* `r_mergeLightmaps` - Merge the small (128x128) lightmaps into 2 or fewer giant (4096x4096) lightmaps. Easy speedup. 0 - Don't. 1 - Do. (default) - r_shadowCascadeZNear - Near plane for shadow cascade frustums. +* `r_shadowCascadeZNear` - Near plane for shadow cascade frustums. 4 - Default. - r_shadowCascadeZFar - Far plane for shadow cascade frustums. +* `r_shadowCascadeZFar` - Far plane for shadow cascade frustums. 3072 - Default. - r_shadowCascadeZBias - Z-bias for shadow cascade frustums. +* `r_shadowCascadeZBias` - Z-bias for shadow cascade frustums. -256 - Default. Cvars that have broken bits: - r_dlightMode - Change how dynamic lights look. + +* `r_dlightMode` - Change how dynamic lights look. 0 - RTCW style dlights, fake brightening. (default) 1 - Actual lighting, no shadows. 2 - Light and shadows. (broken) - r_pshadowDist - Virtual camera distance when creating shadow - maps for projected shadows. Deprecated. - - cg_shadows - Old shadow code. Deprecated. +* `r_pshadowDist` - Virtual camera distance when creating shadowmaps for projected shadows. Deprecated. + +* `cg_shadows` - Old shadow code. Deprecated. ------------------------------------------------------------------------------- @@ -396,7 +398,7 @@ The first thing to notice is that this is basically the same as old RTCW shader files. The next thing to notice are the new keywords. Here is what they mean: - stage <type> + `stage <type>` - State how this imagemap will be used by Rend2: diffuseMap - Standard, same as no stage entry normalMap - Image will be used as a normal map @@ -405,7 +407,7 @@ they mean: specularMap - Image will be used as a specular map with alpha treated as shininess. - specularReflectance <value> + `specularReflectance <value>` - State how metallic this material is. Metals typically have a high specular and a low diffuse, so this is typically high for them, and low for other materials, such as plastic. For typical values for various @@ -413,18 +415,18 @@ they mean: down to the reflection calculator and look up its reflectance. Default is 0.04, since most materials aren't metallic. - specularExponent <value> + `specularExponent <value>` - State how shiny this material is. Note that this is modulated by the alpha channel of the specular map, so if it were set to 16, and the alpha channel of the specular map was set to 0.5, then the shininess would be set to 8. Default 256. - normalScale <x> <y> + `normalScale <x> <y>` - State the X and Y scales of the normal map. This is useful for increasing or decreasing the "strength" of the normal map, or entering negative values to flip the X and/or Y values. Default 1 1. - parallaxDepth <value> + `parallaxDepth <value>` - State the maximum depth of the parallax map. This is a fairly sensitive value, and I recommend the default or lower. Default 0.05. @@ -504,8 +506,7 @@ and is the equivalent for 'exactVertex'. This adds a new keyword to sky materials, q3gl2_sun. The syntax is: - q3gl2_sun <red> <green> <blue> <intensity> <degrees> <elevation> - <mapLightScale> <ambientLightScale> + q3gl2_sun <red> <green> <blue> <intensity> <degrees> <elevation> <mapLightScale> <ambientLightScale> Note the first six parameters are the same as in q3map_sun or q3map_sunExt, and the last two indicate scaling factors for the map brightness and an ambient @@ -517,21 +518,21 @@ There are currently two ways to use this in your own (and other people's) maps. 'q3gl2_sun' line after your 'q3map_sun' line in your sky material, like so: - textures/skies/bluesky - { - qer_editorimage textures/skies/bluesky.jpg - - surfaceparm nomarks - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3map_sunExt 240 238 200 100 195 35 3 16 - q3gl2_sun 240 238 200 50 195 35 1.0 0.2 - q3map_skylight 50 16 - q3map_lightimage $whiteimage - - skyparms env/bluesky - - - } + textures/skies/bluesky + { + qer_editorimage textures/skies/bluesky.jpg + + surfaceparm nomarks + surfaceparm noimpact + surfaceparm nolightmap + surfaceparm sky + q3map_sunExt 240 238 200 100 195 35 3 16 + q3gl2_sun 240 238 200 50 195 35 1.0 0.2 + q3map_skylight 50 16 + q3map_lightimage $whiteimage + + skyparms env/bluesky - - + } The advantages with this method are that your map will continue to work with the old renderer with the sunlight baked into the lightmap, and it @@ -541,20 +542,20 @@ There are currently two ways to use this in your own (and other people's) maps. 2. Set r_sunlightMode to 2 and use 'q3gl2_sun' instead of 'q3map_sun' or 'q3map_sunExt', like so: - textures/skies/bluesky - { - qer_editorimage textures/skies/bluesky.jpg + textures/skies/bluesky + { + qer_editorimage textures/skies/bluesky.jpg - surfaceparm nomarks - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3gl2_sun 240 238 200 50 195 35 0.5 0.2 - q3map_skylight 50 16 - q3map_lightimage $whiteimage + surfaceparm nomarks + surfaceparm noimpact + surfaceparm nolightmap + surfaceparm sky + q3gl2_sun 240 238 200 50 195 35 0.5 0.2 + q3map_skylight 50 16 + q3map_lightimage $whiteimage - skyparms env/bluesky - - - } + skyparms env/bluesky - - + } The advantages with this method are that you don't get the artifacts that characterize the other method, and your map compiles a lot faster without @@ -569,8 +570,7 @@ There are currently two ways to use this in your own (and other people's) maps. This adds a new keyword to sky materials, q3gl2_tonemap. The syntax is: - q3gl2_tonemap <toneMapMin> <toneMapAvg> <toneMapMax <autoExposureMin> - <autoExposureMax> + q3gl2_tonemap <toneMapMin> <toneMapAvg> <toneMapMax> <autoExposureMin> <autoExposureMax> Each of these settings corresponds to a matching cvar, so you can view and adjust the effect before settling on fixed settings. -- Alioth's /usr/local/bin/git-commit-notice on /srv/git.debian.org/git/pkg-games/iortcw.git _______________________________________________ Pkg-games-commits mailing list Pkg-games-commits@lists.alioth.debian.org http://lists.alioth.debian.org/cgi-bin/mailman/listinfo/pkg-games-commits