nuclide/platform/base_postproc.pk3dir/postproc_unreal.cfg

67 lines
1.3 KiB
INI

// fake unreal engine 1 renderer settings
seta gl_texturemode GL_NEAREST_MIPMAP_NEAREST
seta d_mipcap 0 1000
// software mode doesn't have any real size limitations
seta gl_max_size 8192
// make sure those gl vars are set to a minimal setting
seta gl_affinemodels 1
seta gl_blendsprites 0
seta gl_flashblend 0
seta gl_overbright 2
seta gl_picmip 0
seta gl_polyblend 1
seta gl_specular 0
seta gl_texture_anisotropic_filtering 0
seta gl_kdither 1
// interpolation
seta cl_nolerp 1
seta r_noframegrouplerp 0
seta r_nolerp 1
// lighting
seta r_lightmap 0
seta r_lightmap_format rgb9e5
seta r_lightmap_saturation 3
seta r_nolightdir 0
seta r_loadlit 0
// FBO settings
seta r_renderscale 1
// glsl trickery
seta r_glsl_offsetmapping 0
seta r_softwarebanding 1
seta r_postprocshader postproc_unreal
seta gl_ldr 1
// 3dfx GL Quake did not bother respecting colormaps, HL doesn't have one
seta r_fb_bmodels 1
seta r_fb_models 1
// shadows
seta r_shadows 0
seta r_shadow_realtime_dlight 0
seta r_shadow_realtime_dlight_shadows 0
seta r_shadow_realtime_world 0
// rest of the video gang
seta r_bloom 0
seta r_coronas 0
seta r_deluxemapping 0
seta r_drawflame 1
seta r_drawflat 0
seta r_dynamic 1
seta r_fastsky 0
seta r_lavastyle 1
seta r_stains 0
seta r_waterstyle 1
seta r_waterwarp 1
seta vid_hardwaregamma 1
// apply
vid_reload