Usefp (Slash Command): Difference between revisions
Jump to navigation
Jump to search
No edit summary |
(Redirected page to Usefp (Command Line Parameter)) Tag: New redirect |
||
Line 1: | Line 1: | ||
#REDIRECT [[usefp (Command Line Parameter)]] | |||
== Slash Command == | == Slash Command == | ||
{{SlashCommandArticle|command=usefp|options=[0-1]|note=Use a floating point render target for HDR lighting effects if available.}} | {{SlashCommandArticle|command=usefp|options=[0-1]|note=Use a floating point render target for HDR lighting effects if available.}} | ||
Line 4: | Line 6: | ||
* 0 = Disable floating point, 1 = Enable floating point. Default = 1. | * 0 = Disable floating point, 1 = Enable floating point. Default = 1. | ||
* This command enables a dynamic range of values for HDR lighting effects rather than a hard, constant value such as 5. Floating-point values allow you to represent very large differences in light intensity in your scene, without knowing beforehand what the maximum and minimum light values will be. | * This command enables a dynamic range of values for HDR lighting effects rather than a hard, constant value such as 5. Floating-point values allow you to represent very large differences in light intensity in your scene, without knowing beforehand what the maximum and minimum light values will be. | ||
==Example== | ==Example== | ||
/usefp 1 | /usefp 1 | ||
Revision as of 19:25, 27 June 2023
Redirect to:
Slash Command
/usefp [0-1]
Use a floating point render target for HDR lighting effects if available.
- 0 = Disable floating point, 1 = Enable floating point. Default = 1.
- This command enables a dynamic range of values for HDR lighting effects rather than a hard, constant value such as 5. Floating-point values allow you to represent very large differences in light intensity in your scene, without knowing beforehand what the maximum and minimum light values will be.
Example
/usefp 1