Hosts effects such as Launchpad, MXAO, Sharpen, and SMAA. Marty McFly's new repository to be replacing qUINT soon. Home of MXAO (ambient occlusion), Lightroom, Advanced DOF, DELCS (sharpening), Bloom and other utility shaders. Home of many useful effects like SMAA, FXAA, LumaSharpen and CAS, as well as many ports of effects from the SweetFX injector. The original shader suite that ReShade was created to support. Required for most shaders, should be installed automatically by the setup tool. However, this requires hardware that can handle non-power-of-two textures.Although reshade-shaders is the official shader repository, shaders can be downloaded from anywhere. Gl_trimsprites If this option is on, sprites are made as small as possible in memory by removing any fully-transparent border. This process is slightly faster than using a separate framebuffer, but it may result in glitches with faulty graphics driver, so the option to force off-screen rendering in all cases is available. Normally camera textures, if they are smaller than the screen, are rendered on the screen, then copied, then overwritten by the actual screen. Gl_usefb Enables or disables the use of a framebuffer to render camera textures. Gl_precache Enables or disables texture precaching. Gl_texture_hqresize_fonts Allows the selected high quality resizing filter to affect fonts. Gl_texture_hqresize_sprites Allows the selected high quality resizing filter to affect sprites. Gl_texture_hqresize_textures Allows the selected high quality resizing filter to affect level geometry textures. Gl_texture_hqresize Selects an optional image resizing filter. High quality resize mode (Off/Scale2x/Scale3x/Scale4x/hq2x/hq3x/hq4x).This does not affect hires textures declared with a method compatible with ZDoom, such as the HI_START/ HI_END namespace, the deprecated HIRESTEX method, or texture scaling. Gl_texture_usehires Enables Doomsday-style hires texture packs. However, the compression method is very lossy, and DXT1 does not support transparency at all.īecause of the limitations of some of these formats, the user's choice will be overridden for textures with incompatible requirements, such as transparency. S3TC_DXTx: Each group of 16 pixels is described with 64 or 128 bits, giving the equivalent of 4 or 8 bits per pixel.Compressed RGBA: This corresponds to the OpenGL ARB texture compression standard (GL_COMPRESSED_RGBA_ARB), which makes it equivalent to RGBA8 but depending on implementation, the compression may be lossy.RGBA2: Each pixel is described with 8 bits, using two bits per channel.Translucency is possible, but at the cost of further loss of color depth.
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