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	fix unrelated rst issue; rename to bounds
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					 3 changed files with 6 additions and 6 deletions
				
			
		|  | @ -71,7 +71,7 @@ Enable or disable the debug hud to see what the shadow map(s) contain. | ||||||
| This setting is only recommended for developers, bug reporting and advanced users performing fine-tuning of shadow settings. | This setting is only recommended for developers, bug reporting and advanced users performing fine-tuning of shadow settings. | ||||||
| 
 | 
 | ||||||
| enable debug overlay | enable debug overlay | ||||||
| ---------------- | -------------------- | ||||||
| 
 | 
 | ||||||
| :Type:		boolean | :Type:		boolean | ||||||
| :Range:		True/False | :Range:		True/False | ||||||
|  | @ -84,11 +84,11 @@ near far computation | ||||||
| -------------------- | -------------------- | ||||||
| 
 | 
 | ||||||
| :Type:		string | :Type:		string | ||||||
| :Range:		bounding volumes|primitives | :Range:		primitives|bounds | ||||||
| :Default:	bounding volumes | :Default:	bounding volumes | ||||||
| 
 | 
 | ||||||
| Two different ways to make better use of shadow map(s) by making them cover a smaller area. | Two different ways to make better use of shadow map(s) by making them cover a smaller area. | ||||||
| While primitives give better results at expense of more CPU, bounding volumes gives better performance overall but with lower quality shadows. | While primitives give better shadows at expense of more CPU, bounds gives better performance overall but with lower quality shadows. | ||||||
| 
 | 
 | ||||||
| shadow map resolution | shadow map resolution | ||||||
| --------------------- | --------------------- | ||||||
|  |  | ||||||
|  | @ -805,8 +805,8 @@ enable debug hud = false | ||||||
| # Enable the debug overlay to see where each shadow map affects. | # Enable the debug overlay to see where each shadow map affects. | ||||||
| enable debug overlay = false | enable debug overlay = false | ||||||
| 
 | 
 | ||||||
| # Used to set the type of tight scene bound calculation method to be used by the shadow map that covers a smaller area. "bounding volumes" (default) is less precise shadows but better performance or "primitives" for more precise shadows at expense of CPU. | # Used to set the type of tight scene bound calculation method to be used by the shadow map that covers a smaller area. "bounds" (default) is less precise shadows but better performance or "primitives" for more precise shadows at expense of CPU. | ||||||
| near far computation = bounding volumes | near far computation = bounds | ||||||
| 
 | 
 | ||||||
| # How large to make the shadow map(s). Higher values increase GPU load, but can produce better-looking results. Power-of-two values may turn out to be faster on some GPU/driver combinations. | # How large to make the shadow map(s). Higher values increase GPU load, but can produce better-looking results. Power-of-two values may turn out to be faster on some GPU/driver combinations. | ||||||
| shadow map resolution = 1024 | shadow map resolution = 1024 | ||||||
|  |  | ||||||
|  | @ -266,7 +266,7 @@ | ||||||
|            <widget class="QComboBox" name="shadowNearFarComputationComboBox"> |            <widget class="QComboBox" name="shadowNearFarComputationComboBox"> | ||||||
|             <item> |             <item> | ||||||
|              <property name="text"> |              <property name="text"> | ||||||
|               <string>bounding volumes</string> |               <string>bounds</string> | ||||||
|              </property> |              </property> | ||||||
|             </item> |             </item> | ||||||
|             <item> |             <item> | ||||||
|  |  | ||||||
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