MonitorsOn(): - Enable multi-monitor support in Windows 98. You may use this to re-enable the second monitor once the display mode has been set and OpenGL has stabilized. - $ MonitorsOff(): - Disable multi-monitor support in Windows98. - $ ogl_bUseCompiledVertexArrays: - =XYZ (each of 0 or 1) Enable/disable usage of Compiled Vertex Arrays for rendering of particles (X), world (Y) and/or models (Z). Enabling this can speedup rendering process, but may cause artefacts, crashes or heavy slowdowns on some boards. - $ ogl_iUseTextureUnits: - Specify how much texture units to use for multi-texturing. (number of maximum units is limited by the hardware) 1 = no multi-texturing 2 = dual-texturing 3 = triple-texturing 4 = quad-texturing - $ ogl_iTextureCompressionType: - Specify texture compression type to use: 0 = no compression allowed 1 = default compression (thru ARB extension) 2 = S3TC 3 = FTX1 4 = S3TC (old) If specified texture compression type is not supported, it'll automatically revert to first supported type. (order: 2 <-> 3 -> 1 -> 4 ->0) NOTE: It is recommended to set tex_iCompressionFormat=00, before changing compression type. - $ ogl_bFastRendering: - Use glDrawElements() for rendering. - $ ogl_bFastUploading: - Use glTexSubImage2D() for texture uploading. - $ ogl_bFastStateChange: - Skip redundant state changes. - $ ogl_bFastFog: - Use alpha-only texture for fog and haze. - $ ogl_bFast2D: - Use fast rendering for drawing of flat objects. - $ ogl_iFinish: - 0 = do not force OpenGL to finish rendering (performance) 1 = finish all rendering before begining of next frame (optimal) 2 = force finish of rendering before swapping of buffers (safe) - $ ogl_bIgnoreErrors: - Ignore all OpenGL errors. - $ ogl_bAllowProjectiveMapping: - Allow projective mapping (for complex model shadows). - $ ogl_iVSyncsToWait: - Number of vertical retraces to wait before swapping of buffers (0-9). - $ ogl_bExclusive: - Claim exclusive window access in full screen mode. (might cause problems with some drivers) - $ ogl_bAllowSingleMipmap: - Allow of only one mipmap for textures with one mipmap, instead of generating all lower mipmaps. (might cause lower rendering performance) - $ ogl_bAllowGrayTextures: - Allow usage of grayscale internal formats for gray textures. - $ ogl_bAllowQuadArrays: - Select different rendering method for 2D primitives, simple model shadows and particles. This might improve or degrade performance and compatibility. (use with caution!) - $ ogl_iTextureFiltering: - Texture filtering mode (=XYZ). Interpolation types for X=magnification, Y=minification, Z=mipmap filter: X=0 - same as Y-value X=1 - nearest-neighbour X=2 - bilinear Y=1 - nearest-neighbour Y=2 - bilinear Z=0 - none (no mipmapping) Z=1 - bilinear Z=2 - trilinear - $ ogl_fTextureLODBias: - LOD bias for mipmap switching. <0 = more details (somewhat slower performance) 0 = default >0 = less details (faster performance) (values lower than -2 might cause severe rendering slowdowns) - $ ogl_fTextureAnisotropy: - Anisotropy degree for texture filtering (>=1). 1 = default (isotropic filtering) >1 = anisotropic (2 is recommended minimum) - $ ogl_tmDelayDepthReads: - How many seconds to wait between reads from z-buffer, for lens flares (0-1). 0 = immediately upon request 0.1 = 10 times a second 1 = at every frame - $ ogl_iVertexBuffers: - How many vertex buffers to setup for multi-buffering (1-8). (this is primary for full support of nVidia hardware T&L) - $ ogl_iUseVertexArrayRange: - What type of memory to use for nVidia T&L support: 0 = system memory (cannot have full hardware T&L) 1 = AGP memory (default - recommended for most systems) 2 = video memory (for systems with AGP fast-writes capability) - $ ogl_iTBufferEffect: - Type of T-Buffer effect to use: 0 = none 1 = partial anti-aliasing (doesn't blur text and 2D) 2 = motion blur NOTE: On some system configurations T-Buffer effect(s) might not work properly. (driver issues) - $ ogl_iTBufferSamples: - Number of T-Buffers to use for effect (2, 4 or 8). - $ mdl_bCreateStrips: - Create triangle strips when loading models. - $ mdl_bShowStrips: - Show model triangle strips in color. - $ mdl_bFineQuality: - (should be left to 1 for now) - $ mdl_iShadowQuality: - Quality of model shadow: 0 = no shadow 1 = low quality (single polygon - fast) 2 = high quality from one light (multiple polygons - slow) 3 = high quality from all lights (multiple shadows & polygons - very slow) - $ mdl_fLODMul: - Multiplier for models LOD factor (default=1). - $ mdl_fLODAdd: - Bias for models LOD factor (default=0). - $ mdl_iLODDisappear: - When LOD model will disappear: 0 = never 1 = ignore bias level 2 = with bias level - $ mdl_bRenderBump: - Allow bump mapping on models. - $ mdl_bRenderDetail: - Allow detail textures on models. - $ mdl_bRenderSpecular: - Allow specular reflection on models. - $ mdl_bRenderReflection: - Allow reflection mapping on models. - $ gfx_bAccurateColors: - This will prevent multi-texturing in cases where layers' blend colors differ too much among each other. - $ gfx_bRenderParticles: - Allow rendering of particle effects. - $ gfx_bRenderFog: - Allow rendering of fog and haze. - $ gfx_bRenderWorld: - Allow rendering of world. - $ gfx_bRenderModels: - Allow rendering of models. - $ gfx_bRenderPredicted: - Render entities that are predicted in network play. - $ gfx_bClearScreen: - DEBUG: Allow clearing of video buffer at the begining of each frame. - $ gfx_iRefreshRate: - Set default screen refresh rate (in Hz; 0=don't set). - $ gfx_bDisableMultiMonSupport: - This is needed for systems that don't support multimonitor & OpenGL (Win98). If it is not set in Win98, OpenGL probably won't start. (has no effect on WinNT/2k) - $ gfx_ctMonitors: - How many monitors are attached to the system. - $ gfx_bMultiMonDisabled: - Set if multimonitor is currently disabled. - $ gfx_bGrabDepthBuffer: - When capturing screenshots, store Z-buffer values in screenshot alpha channel. - $ gfx_bDecoratedText: - Allow decorated text output (bold, italic, color/alpha change and flashing). - $ gfx_fSaturation: - Adjust global saturation: 0 = grayscale 0-1 = less color 1 = normal 1-2 = more color >2 = color wrapping occurs (might get some nice psychedelic effects!) - $ gfx_iHueShift: - Shift global HUE color component (0-359). - $ gfx_tmProbeDecay: - How long texture can remain unreferenced before probing. (in seconds) (60 is recommended) - $ gfx_fProbeRatio: - Maximum allowed texture and shadowmap upload/binds in one frame. (relative to maximum allowed texture size; 0.5 is recommended) - $ gfx_bDisableWindowsKeys: - Disable windows keys when in full-screen. (recommended) - $ tex_fSaturation: - Adjust texture saturation: 0 = grayscale 0-1 = less color 1 = normal 1-2 = more color >2 = color wrapping occurs (might get some nice psychedelic effects!) - $ tex_iHueShift: - Shift texture HUE color component (0-359). - $ shd_fSaturation: - Adjust light/shadow saturation: 0 = grayscale 0-1 = less color 1 = normal 1-2 = more color >2 = color wrapping occurs (might get some nice psychedelic effects!) - $ shd_iHueShift: - Shift light/shadow HUE color component (0-359). - $ gfx_iLensFlareQuality: - Quality of lens flare: 0 = do not render lens flare (and no z-buffer testing, also) 1 = render flare with corona only 2 = render flare with corona and reflections 3 = render flare with corona, reflections and glare effect - $ gfx_tmFlareInSpeed: - DEBUG: How many seconds it takes a flare to fade in. - $ gfx_tmFlareOutSpeed: - DEBUG: How many seconds it takes a flare to fade out. - $ OpenGLInfo(): - Printout info about OpenGL rendering subsystem. - $ GraphicsInfo(): - Printout info about graphics subsystem. - $ SoundInfo(): - Printout info about sound subsystem. - $ ModelsInfo(): - Printout info about model rendering subsystem. - $ WorldInfo(): - Printout info about world rendering subsystem. - $ NetworkInfo(): - Printout info about networking subsystem. - $ TexturesInfo(): - Printout extensive report about texture memory usage. - $ RefreshTextures(): - Reload all loaded textures and uncache all cached shadow maps. - $ UncacheShadows(): - Uncache all cached shadow maps. - $ CacheShadows(): - Cache all shadow maps in world. (CAREFUL! - only for systems with lots of RAM) - $ RecacheShadows(): - Recache all shadow maps (uncache and eventually cache all). - $ ReloadModels(): - Reload all models. (this happens automatically when model precision is changed) - $ tex_iNormalQuality: - Quality of normal (single-frame) textures: (=XY, X for opaque textures, Y for translucent textures) 0 = optimal format (texture that requires 32-bit will be in 32-bit mode) 1 = 16-bit format (high-color, conserve memory, low gradients' quality) 2 = 32-bit format (true-color, requires more memory, looks great!) 3 = compressed format - $ tex_iAnimationQuality: - Quality of animation (multi-frame) textures: (=XY, X for opaque tex...
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