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Add 10-bit texture format and setting to chose PP color depth

(and move some settings to the advanced category)
This commit is contained in:
sfan5 2024-11-28 10:38:51 +01:00
parent e545e96d2b
commit 36edc3f161
7 changed files with 48 additions and 20 deletions

View file

@ -77,8 +77,11 @@
# Sections are marked by a single line in the format: [Section Name]
# Sub-section are marked by adding * in front of the section name: [*Sub-section]
# Sub-sub-sections have two * etc.
# There shouldn't be too much settings per category; settings that shouldn't be
# modified by the "average user" should be in (sub-)categories called "Advanced".
# There shouldn't be too many settings per category.
#
# The top-level categories "Advanced", "Client and Server" and "Mapgen" are
# handled specially and its contents only shown when a checkbox is checked.
# They contain settings not intended for the "average user".
[Controls]
@ -471,6 +474,7 @@ performance_tradeoffs (Tradeoffs for performance) bool false
# Adds particles when digging a node.
enable_particles (Digging particles) bool true
[**Waving Nodes]
# Set to true to enable waving leaves.
@ -534,12 +538,6 @@ shadow_map_texture_size (Shadow map texture size) int 2048 128 8192
# Requires: enable_dynamic_shadows, opengl
shadow_map_texture_32bit (Shadow map texture in 32 bits) bool true
# Enable Poisson disk filtering.
# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
#
# Requires: enable_dynamic_shadows, opengl
shadow_poisson_filter (Poisson filtering) bool true
# Define shadow filtering quality.
# This simulates the soft shadows effect by applying a PCF or Poisson disk
# but also uses more resources.
@ -553,14 +551,6 @@ shadow_filters (Shadow filter quality) enum 1 0,1,2
# Requires: enable_dynamic_shadows, opengl
shadow_map_color (Colored shadows) bool false
# Spread a complete update of shadow map over given number of frames.
# Higher values might make shadows laggy, lower values
# will consume more resources.
# Minimum value: 1; maximum value: 16
#
# Requires: enable_dynamic_shadows, opengl
shadow_update_frames (Map shadows update frames) int 8 1 16
# Set the soft shadow radius size.
# Lower values mean sharper shadows, bigger values mean softer shadows.
# Minimum value: 1.0; maximum value: 15.0
@ -1830,6 +1820,9 @@ ignore_world_load_errors (Ignore world errors) bool false
[**Graphics]
# Enables debug and error-checking in the OpenGL driver.
opengl_debug (OpenGL debug) bool false
# Path to shader directory. If no path is defined, default location will be used.
shader_path (Shader path) path
@ -1901,8 +1894,26 @@ texture_min_size (Base texture size) int 64 1 32768
# Systems with a low-end GPU (or no GPU) would benefit from smaller values.
client_mesh_chunk (Client Mesh Chunksize) int 1 1 16
# Enables debug and error-checking in the OpenGL driver.
opengl_debug (OpenGL debug) bool false
# Decide the color depth of the texture used for the post-processing pipeline.
# Reducing this can improve performance, but might cause some effects (e.g. bloom)
# to not work.
#
# Requires: enable_post_processing
post_processing_texture_bits (Color depth for post-processing texture) enum 16 8,10,16
# Enable Poisson disk filtering.
# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
#
# Requires: enable_dynamic_shadows, opengl
shadow_poisson_filter (Poisson filtering) bool true
# Spread a complete update of shadow map over given number of frames.
# Higher values might make shadows laggy, lower values
# will consume more resources.
# Minimum value: 1; maximum value: 16
#
# Requires: enable_dynamic_shadows, opengl
shadow_update_frames (Map shadows update frames) int 8 1 16
# Set to true to render debugging breakdown of the bloom effect.
# In debug mode, the screen is split into 4 quadrants: