mirror of https://github.com/PCSX2/pcsx2.git
gsdx: update accurate fbmask tooltip
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@ -104,8 +104,6 @@ const char* dialog_message(int ID, bool* updateText) {
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"Offset for the ST/UV texture coordinates. Fixes some odd texture issues and might fix some post processing alignment too.\n\n"
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" 0500 0500, fixes Persona 3 minimap, helps Haunting Ground.\n"
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" 0000 1000, fixes Xenosaga hair edges (DX10+ Issue)\n";
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#ifdef __linux__
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case IDC_PALTEX:
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return "When checked 4/8 bits texture will be send to the GPU with a palette. GPU will be in charge of the conversion. "
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"(Note it was never tested on OpenGL)\n\n"
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@ -120,12 +118,14 @@ const char* dialog_message(int ID, bool* updateText) {
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case IDC_ACCURATE_COLCLIP:
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return "Implement the wrapping of color after an overflow\n\n"
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"It will be slow (half speed) when the effect are used!\n\nNote: it requires the 4.5 OpenGL extension GL_ARB_texture_barrier";
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#ifdef __linux__
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case IDC_ACCURATE_FBMASK:
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return "Implement partial color masking\n\n"
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"No status yet on the speed impact\n\nNote: it requires the 4.5 OpenGL extension GL_ARB_texture_barrier";
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"It helps to fix Fifa/Medal of Honors/Fight Night series\nCould slow down a bit the emulation\n\n"
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"Note: it requires the 4.5 OpenGL extension GL_ARB_texture_barrier";
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#endif
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case IDC_TC_DEPTH:
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return "Allow to convert Depth buffer from/to Color buffer. It is used for blur & depth of field effects";
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#endif
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default:
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if (updateText)
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*updateText = false;
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