This is an automated email from the git hooks/post-receive script.

smcv pushed a commit to annotated tag 1.42d
in repository iortcw.

commit 03f067f5a81b0af9ae88cb7312a81f29e4881ecb
Author: m4n4t4...@gmail.com 
<m4n4t4...@gmail.com@e65d2741-a53d-b2dc-ae96-bb75fa5e4c4a>
Date:   Sat Apr 26 10:35:26 2014 +0000

    All: Rend2: Update rend2-readme.txt
---
 MP/rend2-readme.txt | 90 +++++++++-------------------------------------------
 SP/rend2-readme.txt | 91 +++++++++--------------------------------------------
 2 files changed, 29 insertions(+), 152 deletions(-)

diff --git a/MP/rend2-readme.txt b/MP/rend2-readme.txt
index 8293077..e2f823a 100644
--- a/MP/rend2-readme.txt
+++ b/MP/rend2-readme.txt
@@ -18,7 +18,6 @@ compatibility with existing RTCW mods.
   - Texture upsampling.
   - Advanced materials support.
   - Advanced shading and specular methods.
-  - Separate material/light/framebuffer/tonemap gamma.
   - LATC and BPTC texture compression support.
   - Screen-space ambient occlusion.
 
@@ -310,29 +309,6 @@ Cvars for the sunlight and cascaded shadow maps:
                                      2048 - 2048x2048, extreme.
                                      4096 - 4096x4096, indistinguishable from
                                             2048.
-
-Cvars for adjusting gamma values:
-  r_materialGamma                - Gamma level for material textures.
-                                   (diffuse, specular)
-                                     1.0 - Quake 3, fastest. (default)
-                                     2.0 - More accurate, slower.
-                                     2.2 - Most accurate, slowest.
-
-  r_lightGamma                   - Gamma level for light.
-                                   (lightmap, lightgrid, vertex lights)
-                                     1.0 - Quake 3, fastest. (default)
-                                     2.0 - More accurate, slower.
-                                     2.2 - Most accurate, slowest.
-
-  r_framebufferGamma             - Gamma level for framebuffers.
-                                     1.0 - Quake 3, fastest. (default)
-                                     2.0 - More accurate, slower.
-                                     2.2 - Most accurate, slowest.
-
-  r_tonemapGamma                 - Gamma applied after tonemapping.
-                                     1.0 - Quake 3, fastest. (default)
-                                     2.0 - More accurate, slower.
-                                     2.2 - Most accurate, slowest.
   
 Cvars that you probably don't care about or shouldn't mess with:
   r_mergeMultidraws              - Optimize number of calls to 
@@ -381,6 +357,20 @@ Cvars that you probably don't care about or shouldn't mess 
with:
   r_shadowCascadeZBias           - Z-bias for shadow cascade frustums.
                                      -256 - Default.
 
+  r_materialGamma                - Gamma level for material textures.
+                                   (diffuse, specular)
+                                     1.0 - RTCW, fastest. (default)
+
+  r_lightGamma                   - Gamma level for light.
+                                   (lightmap, lightgrid, vertex lights)
+                                     1.0 - RTCW, fastest. (default)
+
+  r_framebufferGamma             - Gamma level for framebuffers.
+                                     1.0 - RTCW, fastest. (default)
+
+  r_tonemapGamma                 - Gamma applied after tonemapping.
+                                     1.0 - RTCW, fastest. (default)
+
   
 Cvars that have broken bits:
   r_dlightMode                   - Change how dynamic lights look.
@@ -616,58 +606,6 @@ adjust the effect before settling on fixed settings.
 
 
 -------------------------------------------------------------------------------
-  MATERIAL/LIGHT/FRAMEBUFFER/TONEMAP GAMMA
--------------------------------------------------------------------------------
-
-This adds four cvars, r_materialGamma, r_lightGamma, r_framebufferGamma, and 
-r_tonemapGamma.  These adjust the gamma levels of their corresponding texture
-or color, allowing for more realistic lighting and shading.
-
-These settings are fastest:
-
-    r_materialGamma 1
-    r_lightGamma 1
-    r_framebufferGamma 1
-    r_tonemapGamma 1
-
-This is the same as Quake 3 behaviour, where colors are not adjusted for gamma
-until presentation to the screen.
-
-These settings are more accurate:
-
-    r_materialGamma 2
-    r_lightGamma 2
-    r_framebufferGamma 2
-    r_tonemapGamma 2
-
-This converts diffuse/specular from gamma 2 space to linear space
-(r_materialGamma 2), converts light values similarly (r_lightGamma 2),
-converts those to the gamma 2 of the framebuffer (r_framebufferGamma 2), and
-converts to a monitor gamma of 2 after tonemapping (r_tonemapGamma 2).
-
-These settings are the most accurate:
-
-    r_materialGamma 2.2
-    r_lightGamma 2.2
-    r_framebufferGamma 2.2
-    r_tonemapGamma 2.2
-
-This is the same as the previous, except using a more correct gamma of 2.2,
-which approximates sRGB.
-
-The only issue with these last two examples are that dlights aren't added
-linearly, since they are still performed as a straight add to a non-linear
-framebuffer.  To fix this, these settings are possible:
-
-    r_materialGamma 2.2
-    r_lightGamma 2.2
-    r_framebufferGamma 1.0
-    r_tonemapGamma 2.2
-
-But these cause UI draws to have the wrong gamma, as these are rendered after
-tonemapping.  I recommend the use of the second or third set of settings.
-
--------------------------------------------------------------------------------
   THANKS
 -------------------------------------------------------------------------------
 
diff --git a/SP/rend2-readme.txt b/SP/rend2-readme.txt
index ba92660..f1fce84 100644
--- a/SP/rend2-readme.txt
+++ b/SP/rend2-readme.txt
@@ -18,7 +18,6 @@ compatibility with existing RTCW mods.
   - Texture upsampling.
   - Advanced materials support.
   - Advanced shading and specular methods.
-  - Separate material/light/framebuffer/tonemap gamma.
   - LATC and BPTC texture compression support.
   - Screen-space ambient occlusion.
 
@@ -310,30 +309,8 @@ Cvars for the sunlight and cascaded shadow maps:
                                      2048 - 2048x2048, extreme.
                                      4096 - 4096x4096, indistinguishable from
                                             2048.
-  
-Cvars for adjusting gamma values:
-  r_materialGamma                - Gamma level for material textures.
-                                   (diffuse, specular)
-                                     1.0 - Quake 3, fastest. (default)
-                                     2.0 - More accurate, slower.
-                                     2.2 - Most accurate, slowest.
-
-  r_lightGamma                   - Gamma level for light.
-                                   (lightmap, lightgrid, vertex lights)
-                                     1.0 - Quake 3, fastest. (default)
-                                     2.0 - More accurate, slower.
-                                     2.2 - Most accurate, slowest.
-
-  r_framebufferGamma             - Gamma level for framebuffers.
-                                     1.0 - Quake 3, fastest. (default)
-                                     2.0 - More accurate, slower.
-                                     2.2 - Most accurate, slowest.
-
-  r_tonemapGamma                 - Gamma applied after tonemapping.
-                                     1.0 - Quake 3, fastest. (default)
-                                     2.0 - More accurate, slower.
-                                     2.2 - Most accurate, slowest.
 
+ 
 Cvars that you probably don't care about or shouldn't mess with:
   r_mergeMultidraws              - Optimize number of calls to 
                                    glMultiDrawElements().
@@ -381,6 +358,20 @@ Cvars that you probably don't care about or shouldn't mess 
with:
   r_shadowCascadeZBias           - Z-bias for shadow cascade frustums.
                                      -256 - Default.
 
+  r_materialGamma                - Gamma level for material textures.
+                                   (diffuse, specular)
+                                     1.0 - RTCW, fastest. (default)
+
+  r_lightGamma                   - Gamma level for light.
+                                   (lightmap, lightgrid, vertex lights)
+                                     1.0 - RTCW, fastest. (default)
+
+  r_framebufferGamma             - Gamma level for framebuffers.
+                                     1.0 - RTCW, fastest. (default)
+
+  r_tonemapGamma                 - Gamma applied after tonemapping.
+                                     1.0 - RTCW, fastest. (default)
+
   
 Cvars that have broken bits:
   r_dlightMode                   - Change how dynamic lights look.
@@ -616,58 +607,6 @@ adjust the effect before settling on fixed settings.
 
 
 -------------------------------------------------------------------------------
-  MATERIAL/LIGHT/FRAMEBUFFER/TONEMAP GAMMA
--------------------------------------------------------------------------------
-
-This adds four cvars, r_materialGamma, r_lightGamma, r_framebufferGamma, and 
-r_tonemapGamma.  These adjust the gamma levels of their corresponding texture
-or color, allowing for more realistic lighting and shading.
-
-These settings are fastest:
-
-    r_materialGamma 1
-    r_lightGamma 1
-    r_framebufferGamma 1
-    r_tonemapGamma 1
-
-This is the same as Quake 3 behaviour, where colors are not adjusted for gamma
-until presentation to the screen.
-
-These settings are more accurate:
-
-    r_materialGamma 2
-    r_lightGamma 2
-    r_framebufferGamma 2
-    r_tonemapGamma 2
-
-This converts diffuse/specular from gamma 2 space to linear space
-(r_materialGamma 2), converts light values similarly (r_lightGamma 2),
-converts those to the gamma 2 of the framebuffer (r_framebufferGamma 2), and
-converts to a monitor gamma of 2 after tonemapping (r_tonemapGamma 2).
-
-These settings are the most accurate:
-
-    r_materialGamma 2.2
-    r_lightGamma 2.2
-    r_framebufferGamma 2.2
-    r_tonemapGamma 2.2
-
-This is the same as the previous, except using a more correct gamma of 2.2,
-which approximates sRGB.
-
-The only issue with these last two examples are that dlights aren't added
-linearly, since they are still performed as a straight add to a non-linear
-framebuffer.  To fix this, these settings are possible:
-
-    r_materialGamma 2.2
-    r_lightGamma 2.2
-    r_framebufferGamma 1.0
-    r_tonemapGamma 2.2
-
-But these cause UI draws to have the wrong gamma, as these are rendered after
-tonemapping.  I recommend the use of the second or third set of settings.
-
--------------------------------------------------------------------------------
   THANKS
 -------------------------------------------------------------------------------
 

-- 
Alioth's /usr/local/bin/git-commit-notice on 
/srv/git.debian.org/git/pkg-games/iortcw.git

_______________________________________________
Pkg-games-commits mailing list
Pkg-games-commits@lists.alioth.debian.org
http://lists.alioth.debian.org/cgi-bin/mailman/listinfo/pkg-games-commits

Reply via email to