Skip to content

Commit

Permalink
update docs.
Browse files Browse the repository at this point in the history
  • Loading branch information
hzqst committed Jan 18, 2024
1 parent 618fa95 commit d0bcdcc
Show file tree
Hide file tree
Showing 2 changed files with 6 additions and 6 deletions.
4 changes: 2 additions & 2 deletions docs/Renderer.md
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@

| Engine | |
| ---- | ---- |
| GoldSrc_blob (3266~?) ||
| GoldSrc_blob (3248~?) ||
| GoldSrc_legacy (4554~6153) ||
| GoldSrc_new (8684 ~) ||
| SvEngine (8832 ~) ||
Expand Down Expand Up @@ -191,7 +191,7 @@ Detail texture list is parsed from `/maps/[mapname]_detail.txt`, with `_DETAIL`

Detail textures will be loaded from the following path (if exists):

`/(game_directory)/maps/[texturename]` (only if texturename starts with "maps/" or "maps\")
`/(game_directory)/maps/[texturename]` (only if texture name starts with "maps/" or "maps\")

`/(game_directory)/gfx/detail/[texturename]`

Expand Down
8 changes: 4 additions & 4 deletions docs/RendererCN.md
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@

| Engine | |
| ---- | ---- |
| GoldSrc_blob (3266~?) ||
| GoldSrc_blob (3248~4554) ||
| GoldSrc_legacy (4554~6153) ||
| GoldSrc_new (8684 ~) ||
| SvEngine (8832 ~) ||
Expand Down Expand Up @@ -35,7 +35,7 @@ HDR (高动态范围) 模拟了超出显示器所能显示的亮度范围,将

### 控制台参数

`r_hdr` 开启/关闭HDR后处理. 推荐值 : 1
`r_hdr` 开启/关闭HDR后处理. 推荐值 : `1`

`r_hdr_blurwidth` 设置HDR的模糊强度. 推荐值 : `0.0 ~ 0.1`

Expand Down Expand Up @@ -77,7 +77,7 @@ HDR (高动态范围) 模拟了超出显示器所能显示的亮度范围,将

`r_shadow_distfade` 控制阴影开始淡出的距离,以及阴影的最大投射距离,单位为游戏内的距离单位. 举例:`r_shadow_distfade 64 128`

`r_shadow_lumfade` 控制阴影开始淡出的环境亮度, 以及阴影允许投射的最小环境亮度, 必须在 0 ~ 255 之间. 举例 `r_shadow_lumfade 64 32`
`r_shadow_lumfade` 控制阴影开始淡出的环境亮度, 以及阴影允许投射的最小环境亮度, 必须在 0 255 之间. 举例 `r_shadow_lumfade 64 32`

`r_shadow_high_distance` 该距离内的实体使用高质量的阴影贴图. 举例: `r_shadow_high_distance 400`

Expand Down Expand Up @@ -282,7 +282,7 @@ SSAO (屏幕空间环境光遮蔽)是一种在后处理阶段为场景添加

* 没有"replacescale"时不对UV缩放做出任何调整

* MDL中存储的UV格式是-32767~32768的无符号USHORT整型,具体值等于在原始BMP贴图上的以像素计的绝对坐标。所以最终传递给GPU的取值范围0~1的真实UV需要由该USHORT类型除以贴图宽高来算出,上述"replacescale"修改的就是这里所谓的“贴图宽高”。
* MDL中存储的UV格式是-32767至32768的无符号USHORT整型,具体值等于在原始BMP贴图上的以像素计的绝对坐标。所以最终传递给GPU的取值范围0至1的真实UV需要由该USHORT类型除以贴图宽高来算出,上述"replacescale"修改的就是这里所谓的“贴图宽高”。

### 控制台参数

Expand Down

0 comments on commit d0bcdcc

Please sign in to comment.