Fix/improve vo_gl and vo_gl2 suboption documentation

git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@16774 b3059339-0415-0410-9bf9-f77b7e298cf2
This commit is contained in:
reimar 2005-10-15 14:47:26 +00:00
parent 1b339ddf43
commit 85dd2f4118
1 changed files with 11 additions and 20 deletions

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@ -2781,7 +2781,7 @@ Number of lines copied to texture in one piece (default: 4).
0 for whole image.
.IPs (no)osd
Enable or disable support for OSD rendering via OpenGL (default: enabled).
This option is for testing purposes, instead use \-osdlevel 0 to disable OSD.
This option is for testing, to disable the OSD use \-osdlevel 0 instead.
.IPs (no)scaled-osd
Changes the way the OSD behaves when the size of the
window changes (default: disabled).
@ -2840,10 +2840,19 @@ Method 4 is usually faster.
Needs the GL_ARB_fragment_program extension and at least four texture units.
Provides brightness, contrast, saturation, hue and gamma control.
Gamma can also be set independently for red, green and blue.
.br
5: Use ATI-specific method (for older cards).
This uses an ATI-specific extension (GL_ATI_fragment_shader - not
GL_ARB_fragment_shader!).
At least three texture units are needed.
Provides saturation and hue control.
.RE
.IPs customprog=<filename>
Load a custom fragment program from <filename>.
See TOOLS/edgedect.fp for an example.
.IPs customtex=<filename>
Load a custom "gamma ramp" texture from <filename>.
This can be used in combination with yuv=4 or with the customprog option.
.REss
.RE
.PD 1
@ -2860,25 +2869,7 @@ same as gl (default: enabled)
Select the type of YUV to RGB conversion.
If set to anything except 0 OSD will be disabled and brightness, contrast and
gamma setting is only available via the global X server settings.
.RSss
0: Use software conversion (default).
Compatible with all OpenGL versions.
Provides brightness, contrast and saturation control.
.br
1: Use register combiners.
This uses an nVidia-specific extension (GL_NV_register_combiners).
At least three texture units are needed.
.br
2: Use a fragment program.
Needs GL_ARB_fragment_program extension and at least three texture units.
.br
3: Use a fragment program using the POW instruction.
Needs GL_ARB_fragment_program extension and at least three texture units.
Method 4 is usually faster.
.br
4: Use a fragment program with additional lookup.
Needs GL_ARB_fragment_program extension and at least four texture units.
.REss
Apart from this the values have the same meaning as for \-vo gl.
.REss
.
.TP