From 56ed78e3b6f0fbabaf2abd01e3482f959905d5aa Mon Sep 17 00:00:00 2001 From: Ensiform Date: Tue, 3 Dec 2024 10:42:34 -0600 Subject: [PATCH] Improve \texmodelist output --- src/renderer/tr_init.c | 22 +++++++++++----------- src/renderervk/tr_init.c | 23 +++++++++++------------ 2 files changed, 22 insertions(+), 23 deletions(-) diff --git a/src/renderer/tr_init.c b/src/renderer/tr_init.c index adbdadf4..09482010 100644 --- a/src/renderer/tr_init.c +++ b/src/renderer/tr_init.c @@ -1621,24 +1621,24 @@ static void GfxInfo_f( void ) VarInfo(); } -static const char *textureModes[] = { - "GL_NEAREST", - "GL_LINEAR", - "GL_NEAREST_MIPMAP_NEAREST", - "GL_LINEAR_MIPMAP_NEAREST", - "GL_NEAREST_MIPMAP_LINEAR", - "GL_LINEAR_MIPMAP_LINEAR", +static const char *textureModes[][2] = { + {"GL_NEAREST", "Nearest neighbor interpolation and will therefore appear similar to Quake II except with the added colored lighting"}, + {"GL_LINEAR", "Linear interpolation and will appear to blend in objects that are closer than the resolution that the textures are set as"}, + {"GL_NEAREST_MIPMAP_NEAREST", "Nearest neighbor interpolation with mipmapping for bilinear hardware, mipmapping will blend objects that are farther away than the resolution that they are set as"}, + {"GL_LINEAR_MIPMAP_NEAREST", "Linear interpolation with mipmapping for bilinear hardware"}, + {"GL_NEAREST_MIPMAP_LINEAR", "Nearest neighbor interpolation with mipmapping for trilinear hardware"}, + {"GL_LINEAR_MIPMAP_LINEAR", "Linear interpolation with mipmapping for trilinear hardware"} }; static void TexModeList_f( void ) { int i; - ri.Printf( PRINT_ALL, "Available r_textureMode options:\n" ); + ri.Printf( PRINT_ALL, "Available Texture interpolation (r_textureMode) options:\n" ); for( i = 0; i < ARRAY_LEN(textureModes); i++ ) { - if ( !Q_stricmp( textureModes[i], r_textureMode->string ) ) { - ri.Printf( PRINT_ALL, "%s " S_COLOR_CYAN "[CURRENT]\n", textureModes[i] ); + if ( !Q_stricmp( textureModes[i][0], r_textureMode->string ) ) { + ri.Printf( PRINT_ALL, S_COLOR_CYAN "**%s**" S_COLOR_WHITE " - %s\n", textureModes[i][0], textureModes[i][1] ); } else { - ri.Printf( PRINT_ALL, "%s\n", textureModes[i] ); + ri.Printf( PRINT_ALL, "%s - %s\n", textureModes[i][0], textureModes[i][1] ); } } } diff --git a/src/renderervk/tr_init.c b/src/renderervk/tr_init.c index 6322244e..faaf75df 100644 --- a/src/renderervk/tr_init.c +++ b/src/renderervk/tr_init.c @@ -1648,25 +1648,24 @@ static void GfxInfo_f( void ) VarInfo(); } -static const char *textureModes[] = { - "GL_NEAREST", - "GL_LINEAR", - "GL_NEAREST_MIPMAP_NEAREST", - "GL_LINEAR_MIPMAP_NEAREST", - "GL_NEAREST_MIPMAP_LINEAR", - "GL_LINEAR_MIPMAP_LINEAR", +static const char *textureModes[][2] = { + {"GL_NEAREST", "Nearest neighbor interpolation and will therefore appear similar to Quake II except with the added colored lighting"}, + {"GL_LINEAR", "Linear interpolation and will appear to blend in objects that are closer than the resolution that the textures are set as"}, + {"GL_NEAREST_MIPMAP_NEAREST", "Nearest neighbor interpolation with mipmapping for bilinear hardware, mipmapping will blend objects that are farther away than the resolution that they are set as"}, + {"GL_LINEAR_MIPMAP_NEAREST", "Linear interpolation with mipmapping for bilinear hardware"}, + {"GL_NEAREST_MIPMAP_LINEAR", "Nearest neighbor interpolation with mipmapping for trilinear hardware"}, + {"GL_LINEAR_MIPMAP_LINEAR", "Linear interpolation with mipmapping for trilinear hardware"} }; - static void TexModeList_f( void ) { int i; - ri.Printf( PRINT_ALL, "Available r_textureMode options:\n" ); + ri.Printf( PRINT_ALL, "Available Texture interpolation (r_textureMode) options:\n" ); for( i = 0; i < ARRAY_LEN(textureModes); i++ ) { - if ( !Q_stricmp( textureModes[i], r_textureMode->string ) ) { - ri.Printf( PRINT_ALL, "%s " S_COLOR_CYAN "[CURRENT]\n", textureModes[i] ); + if ( !Q_stricmp( textureModes[i][0], r_textureMode->string ) ) { + ri.Printf( PRINT_ALL, S_COLOR_CYAN "**%s**" S_COLOR_WHITE " - %s\n", textureModes[i][0], textureModes[i][1] ); } else { - ri.Printf( PRINT_ALL, "%s\n", textureModes[i] ); + ri.Printf( PRINT_ALL, "%s - %s\n", textureModes[i][0], textureModes[i][1] ); } } }