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-rw-r--r--builtin/settingtypes.txt7
-rw-r--r--src/client/render/plain.cpp8
2 files changed, 8 insertions, 7 deletions
diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt
index 8b508cf59..f73190fad 100644
--- a/builtin/settingtypes.txt
+++ b/builtin/settingtypes.txt
@@ -508,10 +508,11 @@ texture_min_size (Minimum texture size) int 64
# when set to higher number than 0.
fsaa (FSAA) enum 0 0,1,2,4,8,16
-# Undersampling is similar to using lower screen resolution, but it applies
+# Undersampling is similar to using a lower screen resolution, but it applies
# to the game world only, keeping the GUI intact.
-# It should give significant performance boost at the cost of less detailed image.
-undersampling (Undersampling) enum 0 0,2,3,4
+# It should give a significant performance boost at the cost of less detailed image.
+# Higher values result in a less detailed image.
+undersampling (Undersampling) int 1 1 8
[**Shaders]
diff --git a/src/client/render/plain.cpp b/src/client/render/plain.cpp
index cc17c98c3..a130a14eb 100644
--- a/src/client/render/plain.cpp
+++ b/src/client/render/plain.cpp
@@ -35,7 +35,7 @@ RenderingCorePlain::RenderingCorePlain(
void RenderingCorePlain::initTextures()
{
- if (!scale)
+ if (scale <= 1)
return;
v2u32 size{scaledown(scale, screensize.X), scaledown(scale, screensize.Y)};
lowres = driver->addRenderTargetTexture(
@@ -44,21 +44,21 @@ void RenderingCorePlain::initTextures()
void RenderingCorePlain::clearTextures()
{
- if (!scale)
+ if (scale <= 1)
return;
driver->removeTexture(lowres);
}
void RenderingCorePlain::beforeDraw()
{
- if (!scale)
+ if (scale <= 1)
return;
driver->setRenderTarget(lowres, true, true, skycolor);
}
void RenderingCorePlain::upscale()
{
- if (!scale)
+ if (scale <= 1)
return;
driver->setRenderTarget(0, true, true);
v2u32 size{scaledown(scale, screensize.X), scaledown(scale, screensize.Y)};