OpenGL2: Merge several cvars into r_pbr.
r_glossIsRoughness, r_specularIsMetallic, r_framebufferGamma, r_tonemapGamma, r_materialGamma, r_lightGamma
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11 changed files with 88 additions and 108 deletions
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@ -222,6 +222,12 @@ Cvars for advanced material usage:
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0.05 - Standard depth. (default)
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0.1 - Looks broken.
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* `r_pbr` - Enable physically based rendering.
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Experimental, will not look correct without
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assets meant for it.
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0 - No. (default)
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1 - Yes.
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Cvars for image interpolation and generation:
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* `r_imageUpsample` - Use interpolation to artifically increase
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@ -339,20 +345,6 @@ Cvars that you probably don't care about or shouldn't mess with:
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* `r_shadowCascadeZBias` - Z-bias for shadow cascade frustums.
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-256 - Default.
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* `r_materialGamma` - Gamma level for material textures.
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(diffuse, specular)
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1.0 - Quake 3, fastest. (default)
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* `r_lightGamma` - Gamma level for light.
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(lightmap, lightgrid, vertex lights)
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1.0 - Quake 3, fastest. (default)
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* `r_framebufferGamma` - Gamma level for framebuffers.
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1.0 - Quake 3, fastest. (default)
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* `r_tonemapGamma` - Gamma applied after tonemapping.
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1.0 - Quake 3, fastest. (default)
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Cvars that have broken bits:
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* `r_dlightMode` - Change how dynamic lights look.
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