Diaz, on 05 February 2013 - 09:28 AM, said:
Yes, it is "1". The cvar's behavior wasn't changed, but a new mode "2" was introduced and made the default. Later, the default for r_shadescale was changed from 1.3 to 1.0. So, setting r_shadescale to 1.3 and r_usenewshading to 1 should give the pre-classic-fog-for-OpenGL look.
Diaz, on 05 February 2013 - 12:37 PM, said:
No matter if I set r_usenewshading to 1, 2, or 3, things apear lighter than they should, and it gets worse the darker the area is. I can't seem to get it to look 100% like before by tweaking the values in r_usenewshading, r_shadescale and r_ambientlight.
I can't reproduce this under Mapster32: the "r_usenewshading.map" test map looks the same throughout r3300..r3303 and SVN HEAD. By the way, r_ambientlight is a game-side variable and affects the global visibility, like DEFAULTVISIBILITY from CON (only reciprocally instead of multiplicatively). Maybe you were running mode 0 before? C programmers tend to start counting at zero, so the modes are
0 - old Polymost GL_EXP2 fog,
1 - the GL_EXP2 mode with tweaked constants that I first thought was an improvement, but was later shown to be deficient too and
2 - the new GL_LINEAR mode emulating the classic look.

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