From 4ed67d8597520a0a4e24213125550e7b5e1b2ef9 Mon Sep 17 00:00:00 2001 From: AnyOldName3 Date: Wed, 24 Feb 2021 18:01:06 +0000 Subject: [PATCH] Improve A2C setting name --- apps/openmw/mwrender/localmap.cpp | 2 +- apps/openmw/mwrender/renderingmanager.cpp | 2 +- apps/openmw/mwrender/water.cpp | 4 ++-- docs/source/reference/modding/settings/shaders.rst | 4 ++-- files/settings-default.cfg | 2 +- 5 files changed, 7 insertions(+), 7 deletions(-) diff --git a/apps/openmw/mwrender/localmap.cpp b/apps/openmw/mwrender/localmap.cpp index f4845fa2b..a487fb1e9 100644 --- a/apps/openmw/mwrender/localmap.cpp +++ b/apps/openmw/mwrender/localmap.cpp @@ -239,7 +239,7 @@ void LocalMap::setupRenderToTexture(osg::ref_ptr camera, int x, int unsigned int samples = 0; unsigned int colourSamples = 0; - if (Settings::Manager::getBool("convert alpha test to alpha-to-coverage", "Shaders") && Settings::Manager::getInt("antialiasing", "Video") > 1) + if (Settings::Manager::getBool("antialias alpha test", "Shaders") && Settings::Manager::getInt("antialiasing", "Video") > 1) { // Alpha-to-coverage requires a multisampled framebuffer. // OSG will set that up automatically and resolve it to the specified single-sample texture for us. diff --git a/apps/openmw/mwrender/renderingmanager.cpp b/apps/openmw/mwrender/renderingmanager.cpp index 4770746c7..9f89d1bff 100644 --- a/apps/openmw/mwrender/renderingmanager.cpp +++ b/apps/openmw/mwrender/renderingmanager.cpp @@ -213,7 +213,7 @@ namespace MWRender resourceSystem->getSceneManager()->setAutoUseSpecularMaps(Settings::Manager::getBool("auto use object specular maps", "Shaders")); resourceSystem->getSceneManager()->setSpecularMapPattern(Settings::Manager::getString("specular map pattern", "Shaders")); resourceSystem->getSceneManager()->setApplyLightingToEnvMaps(Settings::Manager::getBool("apply lighting to environment maps", "Shaders")); - resourceSystem->getSceneManager()->setConvertAlphaTestToAlphaToCoverage(Settings::Manager::getBool("convert alpha test to alpha-to-coverage", "Shaders") && Settings::Manager::getInt("antialiasing", "Video") > 1); + resourceSystem->getSceneManager()->setConvertAlphaTestToAlphaToCoverage(Settings::Manager::getBool("antialias alpha test", "Shaders") && Settings::Manager::getInt("antialiasing", "Video") > 1); osg::ref_ptr sceneRoot = new SceneUtil::LightManager; sceneRoot->setLightingMask(Mask_Lighting); diff --git a/apps/openmw/mwrender/water.cpp b/apps/openmw/mwrender/water.cpp index ed1fcb98f..0ab3de7ef 100644 --- a/apps/openmw/mwrender/water.cpp +++ b/apps/openmw/mwrender/water.cpp @@ -273,7 +273,7 @@ public: unsigned int samples = 0; unsigned int colourSamples = 0; - if (Settings::Manager::getBool("convert alpha test to alpha-to-coverage", "Shaders") && Settings::Manager::getInt("antialiasing", "Video") > 1) + if (Settings::Manager::getBool("antialias alpha test", "Shaders") && Settings::Manager::getInt("antialiasing", "Video") > 1) { // Alpha-to-coverage requires a multisampled framebuffer. // OSG will set that up automatically and resolve it to the specified single-sample texture for us. @@ -368,7 +368,7 @@ public: unsigned int samples = 0; unsigned int colourSamples = 0; - if (Settings::Manager::getBool("convert alpha test to alpha-to-coverage", "Shaders") && Settings::Manager::getInt("antialiasing", "Video") > 1) + if (Settings::Manager::getBool("antialias alpha test", "Shaders") && Settings::Manager::getInt("antialiasing", "Video") > 1) { // Alpha-to-coverage requires a multisampled framebuffer. // OSG will set that up automatically and resolve it to the specified single-sample texture for us. diff --git a/docs/source/reference/modding/settings/shaders.rst b/docs/source/reference/modding/settings/shaders.rst index 657f7bfc6..acc848299 100644 --- a/docs/source/reference/modding/settings/shaders.rst +++ b/docs/source/reference/modding/settings/shaders.rst @@ -148,13 +148,13 @@ By default, the fog becomes thicker proportionally to your distance from the cli This setting makes the fog use the actual eye point distance (or so called Euclidean distance) to calculate the fog, which makes the fog look less artificial, especially if you have a wide FOV. Note that the rendering will act as if you have 'force shaders' option enabled with this on, which means that shaders will be used to render all objects and the terrain. -convert alpha test to alpha-to-coverage +antialias alpha test --------------------------------------- :Type: boolean :Range: True/False :Default: False -Convert the alpha test (cutout/punchthrough alpha) to alpha-to-coverage. +Convert the alpha test (cutout/punchthrough alpha) to alpha-to-coverage when :ref:`antialiasing` is on. This allows MSAA to work with alpha-tested meshes, producing better-looking edges without pixelation. When MSAA is off, this setting will have no visible effect, but might have a performance cost. diff --git a/files/settings-default.cfg b/files/settings-default.cfg index 9c8835646..d439c4635 100644 --- a/files/settings-default.cfg +++ b/files/settings-default.cfg @@ -445,7 +445,7 @@ radial fog = false # Convert the alpha test (cutout/punchthrough alpha) to alpha-to-coverage. # This allows MSAA to work with alpha-tested meshes, producing better-looking edges without pixelation. # When MSAA is off, this setting will have no visible effect, but might have a performance cost. -convert alpha test to alpha-to-coverage = false +antialias alpha test = false [Input]