mirror of https://github.com/PCSX2/pcsx2.git
gsdx gui: update the filter combox box with new trilinear options
OpenGL only v2: update setting tooltip based on turtleli feedback
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@ -31,10 +31,13 @@ const char* dialog_message(int ID, bool* updateText) {
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switch (ID)
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{
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case IDC_FILTER:
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return "Control the texture bilinear filtering of the emulation.\n\n"
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return "Control the texture filtering of the emulation.\n\n"
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"Nearest:\nAlways disable interpolation, rendering will be blocky.\n\n"
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"PS2:\nUse same mode as the PS2. It is the more accurate option.\n\n"
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"Forced:\nAlways enable interpolation. Rendering is smoother but it could generate some glitches.";
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"Bilinear PS2:\nUse same mode as the PS2. It is the more accurate option.\n\n"
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"Bilinear Forced:\nAlways enable interpolation. Rendering is smoother but it could generate some glitches.\n\n"
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"Trilinear:\nUse OpenGL trilinear interpolation when PS2 uses mipmaps.\n\n"
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"Trilinear Forced Bilinear:\nSame as above but always enable bilinear interpolation.\n\n"
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"Trilinear Ultra:\nAlways enable full trilinear interpolation. Warning Slow!\n\n";
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case IDC_CRC_LEVEL:
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return "Control the number of Auto-CRC hacks applied to games.\n\n"
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"None:\nRemove nearly all CRC hacks (debug only).\n\n"
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@ -202,6 +202,9 @@ void GSdxApp::Init()
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m_gs_filter.push_back(GSSetting(0, "Nearest", ""));
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m_gs_filter.push_back(GSSetting(1, "Bilinear", "Forced"));
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m_gs_filter.push_back(GSSetting(2, "Bilinear", "PS2"));
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m_gs_filter.push_back(GSSetting(3, "Trilinear", "Ultra/Slow"));
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m_gs_filter.push_back(GSSetting(4, "Trilinear", ""));
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m_gs_filter.push_back(GSSetting(5, "Trilinear", "Forced Bilinear"));
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m_gs_gl_ext.push_back(GSSetting(-1, "Auto", ""));
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m_gs_gl_ext.push_back(GSSetting(0, "Force-Disabled", ""));
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