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Improve/clarify description of -vo gl and -vo gl2 suboptions

git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@16586 b3059339-0415-0410-9bf9-f77b7e298cf2
This commit is contained in:
reimar 2005-09-25 15:42:18 +00:00
parent b008020536
commit bbd3dc0511

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@ -2699,7 +2699,7 @@ 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).
Mostly for testing, you should use \-osdlevel 0 to disable OSD.
This option is for testing purposes, instead use \-osdlevel 0 to disable OSD.
.IPs (no)scaled-osd
Changes the way the OSD behaves when the size of the
window changes (default: disabled).
@ -2716,10 +2716,12 @@ slower (default: 0).
.RSss
0: Use power-of-two textures (default).
.br
1: Use texture_rectangle, not compatible with hardware YUV conversion.
1: Use the GL_ARB_texture_rectangle extension.
This is not compatible with hardware YUV conversion.
.br
2: Use texture_non_power_of_two.
.RE
2: Use the GL_ARB_texture_non_power_of_two extension.
In some cases only supported in software and thus very slow.
.REss
.IPs (no)glfinish
Call glFinish() before swapping buffers.
Slower but in some cases more correct output (default: disabled).
@ -2774,7 +2776,28 @@ Supports OSD and videos larger than the maximum texture size.
.IPs (no)glfinish
same as gl (default: enabled)
.IPs yuv=<n>
same as gl
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 version.
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
.REss
.
.TP