diff --git a/README.md b/README.md index abf6ff4..ae9c869 100644 --- a/README.md +++ b/README.md @@ -17,13 +17,13 @@ Initially DirectX 12 backend was an exercise to learn this graphics API. It turn * **r_renderAPI** - 3D API to use: 0 - OpenGL, 1 - Vulkan, 2 - DX12. Requires vid_restart. * **r_twinMode** - Debug feature to compare rendering output between OpenGL/Vulkan/DX12 APIs. Requires vid_restart. - * r_twinMode=1 : one additional window is created. If the main window uses graphics API defined by r_renderAPI then the additional window will use graphics API with index (r_renderAPI+1)%3 + * r_twinMode=1 : one additional window is created. If the main window uses graphics API defined by `r_renderAPI` then the additional window will use graphics API with index `(r_renderAPI+1)%3` * r_twinMode=2 : two additional windows are created and all 3 graphics APIs are active simultaneously. #### Additional information: * Q: How to start game with vulkan support? A: `quake3-ke.exe +set r_renderAPI 1`. * Q: How to enable vulkan support from Q3 console? A: `\r_renderAPI 1` then `\vid_restart`. -* Q: How to enable twin mode from Q3 console? A: `\r_twinMode 7` then `\vid_restart`. +* Q: How to enable twin mode from Q3 console? A: `\r_twinMode 1` or `\r_twinMode 2` then `\vid_restart`. * Q: How to check that Vulkan backend is really active? A: `gfxinfo` console command reports information about active rendering backend. ## Visual Studio