Mercurial > mplayer.hg
changeset 16508:954c94e46fcc
Unify the descriptions of vo_gl and vo_gl2 including some fixes.
author | diego |
---|---|
date | Sat, 17 Sep 2005 19:54:15 +0000 |
parents | b07da4ff0f09 |
children | d3ddabb15d4d |
files | DOCS/man/en/mplayer.1 |
diffstat | 1 files changed, 8 insertions(+), 34 deletions(-) [+] |
line wrap: on
line diff
--- a/DOCS/man/en/mplayer.1 Sat Sep 17 19:51:41 2005 +0000 +++ b/DOCS/man/en/mplayer.1 Sat Sep 17 19:54:15 2005 +0000 @@ -2717,7 +2717,7 @@ 1: Use texture_rectangle, not compatible with hardware YUV conversion. .br 2: Use texture_non_power_of_two. -.REss +.RE .IPs (no)glfinish Call glFinish() before swapping buffers. Slower but in some cases more correct output (default: disabled). @@ -2733,7 +2733,7 @@ Select the type of YUV to RGB conversion. .RSss 0: Use software conversion (default). -Compatible with all OpenGL version. +Compatible with all OpenGL versions. Provides brightness, contrast and saturation control. .br 1: Use register combiners. @@ -2742,20 +2742,20 @@ Provides saturation and hue control. .br 2: Use a fragment program. -Needs GL_ARB_fragment_program extension and at least three texture units. +Needs the GL_ARB_fragment_program extension and at least three texture units. Provides brightness, contrast, saturation and hue control. .br 3: Use a fragment program using the POW instruction. -Needs GL_ARB_fragment_program extension and at least three texture units. +Needs the GL_ARB_fragment_program extension and at least three texture units. Provides brightness, contrast, saturation, hue and gamma control. Gamma can also be set independently for red, green and blue. 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. +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. -.REss +.RE .IPs customprog=<filename> Load a custom fragment program from <filename>. See TOOLS/edgedect.fp for an example. @@ -2770,35 +2770,9 @@ .PD 0 .RSs .IPs (no)glfinish -Call glFinish() before swapping buffers. -Slower but in some cases more correct output (default: enabled). +same as gl (default: enabled) .IPs yuv=<n> -Select the type of YUV to RGB conversion. -.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. -Provides saturation and hue control. -.br -2: Use a fragment program. -Needs GL_ARB_fragment_program extension and at least three texture units. -Provides brightness, contrast, saturation and hue control. -.br -3: Use a fragment program using the POW instruction. -Needs GL_ARB_fragment_program extension and at least three texture units. -Provides brightness, contrast, saturation, hue and gamma control. -Gamma can also be set independently for red, green and blue. -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. -Provides brightness, contrast, saturation, hue and gamma control. -Gamma can also be set independently for red, green and blue. -.REss +same as gl .REss . .TP