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Add 10-bit texture format and setting to chose PP color depth
(and move some settings to the advanced category)
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@@ -155,8 +155,11 @@ void populatePlainPipeline(RenderPipeline *pipeline, Client *client)
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video::ECOLOR_FORMAT selectColorFormat(video::IVideoDriver *driver)
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{
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if (driver->queryTextureFormat(video::ECF_A16B16G16R16F))
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u32 bits = g_settings->getU32("post_processing_texture_bits");
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if (bits >= 16 && driver->queryTextureFormat(video::ECF_A16B16G16R16F))
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return video::ECF_A16B16G16R16F;
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if (bits >= 10 && driver->queryTextureFormat(video::ECF_A2R10G10B10))
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return video::ECF_A2R10G10B10;
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return video::ECF_A8R8G8B8;
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}
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@@ -311,6 +311,7 @@ void set_default_settings()
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// Effects
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settings->setDefault("enable_post_processing", "true");
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settings->setDefault("post_processing_texture_bits", "16");
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settings->setDefault("directional_colored_fog", "true");
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settings->setDefault("inventory_items_animations", "false");
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settings->setDefault("mip_map", "false");
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@@ -567,6 +568,8 @@ void set_default_settings()
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settings->setDefault("active_block_range", "2");
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settings->setDefault("viewing_range", "50");
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settings->setDefault("leaves_style", "simple");
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// Note: OpenGL ES 2.0 is not guaranteed to provide depth textures,
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// which we would need for PP.
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settings->setDefault("enable_post_processing", "false");
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settings->setDefault("debanding", "false");
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settings->setDefault("curl_verify_cert", "false");
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