Project Rembrandt: Difference between revisions

Change in property locations
(Syntax highlight seems to work)
(Change in property locations)
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{| class="wikitable"
{| class="wikitable"
|<tt>--prop:/sim/rendering/use-color-for-depth=true</tt>
|<tt>--prop:/sim/rendering/rembrandt/use-color-for-depth=true</tt>
|Some old NVidia cards, such as 7600GT, don't give enough resolution for depth and that result in "fog curtains" at few meters from the viewer. One trick is to encode depth in another texture and get the proper value afterward. This option enables that.
|Some old NVidia cards, such as 7600GT, don't give enough resolution for depth and that result in "fog curtains" at few meters from the viewer. One trick is to encode depth in another texture and get the proper value afterward. This option enables that.
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|-
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|Set the shadow map cascade range for each cascade. Default values are 5m, 50m, 500m and 5000m for 4 cascades.
|Set the shadow map cascade range for each cascade. Default values are 5m, 50m, 500m and 5000m for 4 cascades.
|-
|-
|<del><tt>--prop:/sim/rendering/no-16bit-buffer=true</tt></del>
|<tt>--prop:/sim/rendering/rembrandt/no-16bit-buffer=false</tt>
|<del>Some earlier card don't support 16 bit 2-components textures (RG16 internal format), or as a framebuffer object attachment when mixed with 8bit 4-components buffers</del>
|By default, Rembrandt use 8 bit buffers for normals (so the property is set to true by default). This may create banding artifacts on specular highlights. If it's unacceptable and the GPU supports it, set to false to have better precision for normals and effects relying on normal direction.
Rembrandt no longer use 16bit buffers. This may create banding effects on specular highlights at greater zoom ratio.
|}
|}


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