Improve A2C setting name

pull/3053/head
AnyOldName3 4 years ago
parent 153ab57ae3
commit 4ed67d8597

@ -239,7 +239,7 @@ void LocalMap::setupRenderToTexture(osg::ref_ptr<osg::Camera> 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.

@ -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<SceneUtil::LightManager> sceneRoot = new SceneUtil::LightManager;
sceneRoot->setLightingMask(Mask_Lighting);

@ -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.

@ -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.

@ -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
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