Mercurial > mplayer.hg
changeset 16585:af59e082803a
Improve/clarify description of -vo gl and -vo gl2 suboptions
author | reimar |
---|---|
date | Sun, 25 Sep 2005 15:42:18 +0000 |
parents | cd14a59031b7 |
children | 26b156d7a68d |
files | DOCS/man/en/mplayer.1 |
diffstat | 1 files changed, 29 insertions(+), 6 deletions(-) [+] |
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--- a/DOCS/man/en/mplayer.1 Sun Sep 25 14:02:02 2005 +0000 +++ b/DOCS/man/en/mplayer.1 Sun Sep 25 15:42:18 2005 +0000 @@ -2699,7 +2699,7 @@ 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 @@ .RSss 0: Use power-of-two textures (default). .br -1: Use texture_rectangle, not compatible with hardware YUV conversion. -.br -2: Use texture_non_power_of_two. -.RE +1: Use the GL_ARB_texture_rectangle extension. +This is not compatible with hardware YUV conversion. +.br +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 @@ .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