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Jun 23rd, 2018
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  1. Index: gl_rmain.c
  2. ===================================================================
  3. --- gl_rmain.c (revision 9053)
  4. +++ gl_rmain.c (working copy)
  5. @@ -42,7 +42,7 @@
  6. cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
  7. cvar_t r_motionblur_vtime = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
  8. cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for the alpha level of the motion blur variable"};
  9. -cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.01", "randomizing coefficient to fix ghosting"};
  10. +cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to fix ghosting"};
  11. cvar_t r_motionblur_debug = {0, "r_motionblur_debug", "0", "outputs current motionblur alpha value"};
  12.  
  13. cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
  14. @@ -3612,7 +3612,7 @@
  15. if (r_bloomstate.texture_screen)
  16. {
  17. // make sure the buffer is available
  18. - if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
  19. + if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 4); }
  20.  
  21. R_ResetViewRendering2D();
  22. R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
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