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Convention fixes and remove confusing info

This commit is contained in:
Benjamin Y 2024-04-18 18:44:51 -05:00
parent a9346d3c8a
commit 8cc512cbc9
5 changed files with 7 additions and 7 deletions

View file

@ -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<int>(&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

View file

@ -1104,9 +1104,9 @@
</widget>
</item>
<item row="8" column="0">
<widget class="QCheckBox" name="forcePPLCheckBox">
<widget class="QCheckBox" name="forcePplCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Force per-pixel lighting</string>

View file

@ -1448,7 +1448,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>

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@ -1448,7 +1448,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>

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@ -1463,7 +1463,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov
<translation>Минимальный уровень освещения в помещениях</translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>