Regarding fakecontrast

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Sussudio
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Regarding fakecontrast

Post by Sussudio »

I just checked the latest svn build and it looks like gl_fakecontrast is gone, or hiding somewhere. I never fully understood how it worked, but it definitely added depth to the maps.

With previous builds I was able to combine gl_fakecontrast and r_smoothlighting (now r_fakecontrast) for arguably better-looking results.

What happened and what's the status of the feature?

Thanks.
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Graf Zahl
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Re: Regarding fakecontrast

Post by Graf Zahl »

The feature was cleaned up. r_fakecontrast is a combination of gl_fakecontrast and r_smoothlighting in one CVAR so that it can be handled with one menu option instead of two.

The reason for the change was to offer a clean interface for ZDoom and it got just ported over when the code was updated.
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