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- Index: gl_rmain.c
- ===================================================================
- --- gl_rmain.c (revision 9053)
- +++ gl_rmain.c (working copy)
- @@ -42,7 +42,7 @@
- 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)"};
- cvar_t r_motionblur_vtime = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
- cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for the alpha level of the motion blur variable"};
- -cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.01", "randomizing coefficient to fix ghosting"};
- +cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to fix ghosting"};
- cvar_t r_motionblur_debug = {0, "r_motionblur_debug", "0", "outputs current motionblur alpha value"};
- 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"};
- @@ -3612,7 +3612,7 @@
- if (r_bloomstate.texture_screen)
- {
- // make sure the buffer is available
- - if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
- + if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 4); }
- R_ResetViewRendering2D();
- R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
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