From cfeb6e64f578dd68aeed668f4ea830d62934d0b6 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Tue, 1 Aug 2023 18:07:57 +0200 Subject: [PATCH] Improve descriptions for `r_lodbias` and `r_lodCurveError` --- code/renderer/tr_init.c | 4 ++-- code/renderer2/tr_init.c | 4 ++-- code/renderervk/tr_init.c | 4 ++-- 3 files changed, 6 insertions(+), 6 deletions(-) diff --git a/code/renderer/tr_init.c b/code/renderer/tr_init.c index 6b49d9f5c..b861a0b71 100644 --- a/code/renderer/tr_init.c +++ b/code/renderer/tr_init.c @@ -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)." ); diff --git a/code/renderer2/tr_init.c b/code/renderer2/tr_init.c index 2720831bb..4579f3bf4 100644 --- a/code/renderer2/tr_init.c +++ b/code/renderer2/tr_init.c @@ -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 ); diff --git a/code/renderervk/tr_init.c b/code/renderervk/tr_init.c index 98edacc4f..d08f18f01 100644 --- a/code/renderervk/tr_init.c +++ b/code/renderervk/tr_init.c @@ -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 );