mirror of https://github.com/mpv-player/mpv
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:
parent
1b339ddf43
commit
85dd2f4118
|
@ -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
|
||||
|
|
Loading…
Reference in New Issue