From 92ff9b9e4aaed51368fc8de843b23658677c63c4 Mon Sep 17 00:00:00 2001 From: slipher Date: Thu, 12 Feb 2026 23:25:13 -0600 Subject: [PATCH] Disable rim lighting (r_rimLighting) by default "Rim lighting" purports to make the edges of models stand out. However in my tests, I don't see a very strong correlation between the parts which are lit up and the edges of models. For more geometrically complex models such as the Barricade, it sometimes randomly lightens the model all over the place, which looks bad. --- src/engine/renderer/tr_init.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/engine/renderer/tr_init.cpp b/src/engine/renderer/tr_init.cpp index b4dea35595..4ff7ef9848 100644 --- a/src/engine/renderer/tr_init.cpp +++ b/src/engine/renderer/tr_init.cpp @@ -1249,7 +1249,7 @@ ScreenshotCmd screenshotPNGRegistration("screenshotPNG", ssFormat_t::SSF_PNG, "p Cvar::Latch( r_cubeProbeSpacing ); r_halfLambertLighting = Cvar_Get( "r_halfLambertLighting", "1", CVAR_LATCH | CVAR_ARCHIVE ); - r_rimLighting = Cvar_Get( "r_rimLighting", "1", CVAR_LATCH | CVAR_ARCHIVE ); + r_rimLighting = Cvar_Get( "r_rimLighting", "0", CVAR_LATCH | CVAR_ARCHIVE ); r_rimExponent = Cvar_Get( "r_rimExponent", "3", CVAR_CHEAT | CVAR_LATCH ); AssertCvarRange( r_rimExponent, 0.5, 8.0, false );