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Add 10-bit texture format and setting to chose PP color depth
(and move some settings to the advanced category)
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7 changed files with 48 additions and 20 deletions
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@ -77,8 +77,11 @@
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# Sections are marked by a single line in the format: [Section Name]
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# Sub-section are marked by adding * in front of the section name: [*Sub-section]
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# Sub-sub-sections have two * etc.
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# There shouldn't be too much settings per category; settings that shouldn't be
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# modified by the "average user" should be in (sub-)categories called "Advanced".
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# There shouldn't be too many settings per category.
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#
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# The top-level categories "Advanced", "Client and Server" and "Mapgen" are
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# handled specially and its contents only shown when a checkbox is checked.
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# They contain settings not intended for the "average user".
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[Controls]
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@ -471,6 +474,7 @@ performance_tradeoffs (Tradeoffs for performance) bool false
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# Adds particles when digging a node.
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enable_particles (Digging particles) bool true
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[**Waving Nodes]
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# Set to true to enable waving leaves.
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@ -534,12 +538,6 @@ shadow_map_texture_size (Shadow map texture size) int 2048 128 8192
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# Requires: enable_dynamic_shadows, opengl
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shadow_map_texture_32bit (Shadow map texture in 32 bits) bool true
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# Enable Poisson disk filtering.
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# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
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#
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# Requires: enable_dynamic_shadows, opengl
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shadow_poisson_filter (Poisson filtering) bool true
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# Define shadow filtering quality.
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# This simulates the soft shadows effect by applying a PCF or Poisson disk
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# but also uses more resources.
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@ -553,14 +551,6 @@ shadow_filters (Shadow filter quality) enum 1 0,1,2
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# Requires: enable_dynamic_shadows, opengl
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shadow_map_color (Colored shadows) bool false
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# Spread a complete update of shadow map over given number of frames.
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# Higher values might make shadows laggy, lower values
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# will consume more resources.
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# Minimum value: 1; maximum value: 16
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#
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# Requires: enable_dynamic_shadows, opengl
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shadow_update_frames (Map shadows update frames) int 8 1 16
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# Set the soft shadow radius size.
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# Lower values mean sharper shadows, bigger values mean softer shadows.
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# Minimum value: 1.0; maximum value: 15.0
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@ -1830,6 +1820,9 @@ ignore_world_load_errors (Ignore world errors) bool false
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[**Graphics]
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# Enables debug and error-checking in the OpenGL driver.
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opengl_debug (OpenGL debug) bool false
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# Path to shader directory. If no path is defined, default location will be used.
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shader_path (Shader path) path
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@ -1901,8 +1894,26 @@ texture_min_size (Base texture size) int 64 1 32768
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# Systems with a low-end GPU (or no GPU) would benefit from smaller values.
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client_mesh_chunk (Client Mesh Chunksize) int 1 1 16
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# Enables debug and error-checking in the OpenGL driver.
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opengl_debug (OpenGL debug) bool false
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# Decide the color depth of the texture used for the post-processing pipeline.
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# Reducing this can improve performance, but might cause some effects (e.g. bloom)
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# to not work.
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#
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# Requires: enable_post_processing
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post_processing_texture_bits (Color depth for post-processing texture) enum 16 8,10,16
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# Enable Poisson disk filtering.
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# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
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#
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# Requires: enable_dynamic_shadows, opengl
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shadow_poisson_filter (Poisson filtering) bool true
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# Spread a complete update of shadow map over given number of frames.
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# Higher values might make shadows laggy, lower values
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# will consume more resources.
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# Minimum value: 1; maximum value: 16
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#
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# Requires: enable_dynamic_shadows, opengl
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shadow_update_frames (Map shadows update frames) int 8 1 16
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# Set to true to render debugging breakdown of the bloom effect.
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# In debug mode, the screen is split into 4 quadrants:
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