From 8cc512cbc9b2d4dd4441e469b9e685f9f599983c Mon Sep 17 00:00:00 2001 From: Benjamin Y Date: Thu, 18 Apr 2024 18:44:51 -0500 Subject: [PATCH] Convention fixes and remove confusing info --- apps/launcher/settingspage.cpp | 4 ++-- apps/launcher/ui/settingspage.ui | 4 ++-- files/lang/launcher_de.ts | 2 +- files/lang/launcher_fr.ts | 2 +- files/lang/launcher_ru.ts | 2 +- 5 files changed, 7 insertions(+), 7 deletions(-) diff --git a/apps/launcher/settingspage.cpp b/apps/launcher/settingspage.cpp index 2b02d6b0bb..5e617b1459 100644 --- a/apps/launcher/settingspage.cpp +++ b/apps/launcher/settingspage.cpp @@ -252,7 +252,7 @@ bool Launcher::SettingsPage::loadSettings() lightFadeMultiplierSpinBox->setValue(Settings::shaders().mLightFadeStart); lightsBoundingSphereMultiplierSpinBox->setValue(Settings::shaders().mLightBoundsMultiplier); lightsMinimumInteriorBrightnessSpinBox->setValue(Settings::shaders().mMinimumInteriorBrightness); - loadSettingBool(Settings::shaders().mForcePerPixelLighting, *forcePPLCheckBox); + loadSettingBool(Settings::shaders().mForcePerPixelLighting, *forcePplCheckBox); connect(lightingMethodComboBox, qOverload(&QComboBox::currentIndexChanged), this, &SettingsPage::slotLightTypeCurrentIndexChanged); @@ -471,7 +471,7 @@ void Launcher::SettingsPage::saveSettings() Settings::shaders().mLightFadeStart.set(lightFadeMultiplierSpinBox->value()); Settings::shaders().mLightBoundsMultiplier.set(lightsBoundingSphereMultiplierSpinBox->value()); Settings::shaders().mMinimumInteriorBrightness.set(lightsMinimumInteriorBrightnessSpinBox->value()); - saveSettingBool(*forcePPLCheckBox, Settings::shaders().mForcePerPixelLighting); + saveSettingBool(*forcePplCheckBox, Settings::shaders().mForcePerPixelLighting); } // Audio diff --git a/apps/launcher/ui/settingspage.ui b/apps/launcher/ui/settingspage.ui index 41fb4d8b7a..5edca39689 100644 --- a/apps/launcher/ui/settingspage.ui +++ b/apps/launcher/ui/settingspage.ui @@ -1104,9 +1104,9 @@ - + - <html><head/><body><p>Force the use of per pixel lighting. By default, only bump and normal mapped objects use per-pixel lighting. Only affects objects drawn with shaders (see :ref:`force shaders` option). Enabling per-pixel lighting results in visual differences to the original MW engine as certain lights in Morrowind rely on vertex lighting to look as intended. Note that groundcover shaders and particle effects ignore this setting.</p></body></html> + <html><head/><body><p>Force the use of per pixel lighting. By default, only bump and normal mapped objects use per-pixel lighting. Only affects objects drawn with shaders. Enabling per-pixel lighting results in visual differences to the original MW engine as certain lights in Morrowind rely on vertex lighting to look as intended. Note that groundcover shaders and particle effects ignore this setting.</p></body></html> Force per-pixel lighting diff --git a/files/lang/launcher_de.ts b/files/lang/launcher_de.ts index da9c50627c..297a2c944c 100644 --- a/files/lang/launcher_de.ts +++ b/files/lang/launcher_de.ts @@ -1448,7 +1448,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov - <html><head/><body><p>Force the use of per pixel lighting. By default, only bump and normal mapped objects use per-pixel lighting. Only affects objects drawn with shaders (see :ref:`force shaders` option). Enabling per-pixel lighting results in visual differences to the original MW engine as certain lights in Morrowind rely on vertex lighting to look as intended. Note that groundcover shaders and particle effects ignore this setting.</p></body></html> + <html><head/><body><p>Force the use of per pixel lighting. By default, only bump and normal mapped objects use per-pixel lighting. Only affects objects drawn with shaders. Enabling per-pixel lighting results in visual differences to the original MW engine as certain lights in Morrowind rely on vertex lighting to look as intended. Note that groundcover shaders and particle effects ignore this setting.</p></body></html> diff --git a/files/lang/launcher_fr.ts b/files/lang/launcher_fr.ts index b80e3801d8..956d38b579 100644 --- a/files/lang/launcher_fr.ts +++ b/files/lang/launcher_fr.ts @@ -1448,7 +1448,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov - <html><head/><body><p>Force the use of per pixel lighting. By default, only bump and normal mapped objects use per-pixel lighting. Only affects objects drawn with shaders (see :ref:`force shaders` option). Enabling per-pixel lighting results in visual differences to the original MW engine as certain lights in Morrowind rely on vertex lighting to look as intended. Note that groundcover shaders and particle effects ignore this setting.</p></body></html> + <html><head/><body><p>Force the use of per pixel lighting. By default, only bump and normal mapped objects use per-pixel lighting. Only affects objects drawn with shaders. Enabling per-pixel lighting results in visual differences to the original MW engine as certain lights in Morrowind rely on vertex lighting to look as intended. Note that groundcover shaders and particle effects ignore this setting.</p></body></html> diff --git a/files/lang/launcher_ru.ts b/files/lang/launcher_ru.ts index 7cc80a287d..215aaec00e 100644 --- a/files/lang/launcher_ru.ts +++ b/files/lang/launcher_ru.ts @@ -1463,7 +1463,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov Минимальный уровень освещения в помещениях - <html><head/><body><p>Force the use of per pixel lighting. By default, only bump and normal mapped objects use per-pixel lighting. Only affects objects drawn with shaders (see :ref:`force shaders` option). Enabling per-pixel lighting results in visual differences to the original MW engine as certain lights in Morrowind rely on vertex lighting to look as intended. Note that groundcover shaders and particle effects ignore this setting.</p></body></html> + <html><head/><body><p>Force the use of per pixel lighting. By default, only bump and normal mapped objects use per-pixel lighting. Only affects objects drawn with shaders. Enabling per-pixel lighting results in visual differences to the original MW engine as certain lights in Morrowind rely on vertex lighting to look as intended. Note that groundcover shaders and particle effects ignore this setting.</p></body></html>