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Merge pull request #230 from Calinou/cvar-tweak-lod-descriptions
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Improve descriptions for `r_lodbias` and `r_lodCurveError`
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ec- authored Aug 1, 2023
2 parents c2e6703 + cfeb6e6 commit 8bfb53f
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Showing 3 changed files with 6 additions and 6 deletions.
4 changes: 2 additions & 2 deletions code/renderer/tr_init.c
Original file line number Diff line number Diff line change
Expand Up @@ -1515,9 +1515,9 @@ 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." );
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 );
ri.Cvar_SetDescription( r_lodbias, "Sets the level of detail of in-game models:\n 0: High\n 1: Medium\n 2: Low" );
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 );
ri.Cvar_SetDescription( r_znear, "Viewport distance from view origin (how close objects can be to the player before they're clipped out of the scene)." );
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4 changes: 2 additions & 2 deletions code/renderer2/tr_init.c
Original file line number Diff line number Diff line change
Expand Up @@ -1257,9 +1257,9 @@ 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." );
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 );
ri.Cvar_SetDescription( r_lodbias, "Sets the level of detail of in-game models:\n 0: High\n 1: Medium\n 2: Low" );
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." );
r_znear = ri.Cvar_Get( "r_znear", "4", CVAR_CHEAT );
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4 changes: 2 additions & 2 deletions code/renderervk/tr_init.c
Original file line number Diff line number Diff line change
Expand Up @@ -1557,9 +1557,9 @@ 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." );
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 );
ri.Cvar_SetDescription( r_lodbias, "Sets the level of detail of in-game models:\n 0: High\n 1: Medium\n 2: Low" );
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." );
r_znear = ri.Cvar_Get( "r_znear", "4", CVAR_CHEAT );
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