ShellSymbols.txt

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MonitorsOn():
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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.
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MonitorsOff():
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Disable multi-monitor support in Windows98.
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ogl_bUseCompiledVertexArrays:
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=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.
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$


ogl_iUseTextureUnits:
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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
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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.
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ogl_bFastRendering:
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Use glDrawElements() for rendering.
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ogl_bFastUploading:
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Use glTexSubImage2D() for texture uploading.
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ogl_bFastStateChange:
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Skip redundant state changes.
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ogl_bFastFog:
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Use alpha-only texture for fog and haze.
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ogl_bFast2D:
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Use fast rendering for drawing of flat objects.
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ogl_iFinish: 
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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)
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ogl_bIgnoreErrors: 
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Ignore all OpenGL errors.
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ogl_bAllowProjectiveMapping:
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Allow projective mapping (for complex model shadows).
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ogl_iVSyncsToWait:
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Number of vertical retraces to wait before swapping of buffers (0-9).
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ogl_bExclusive:
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Claim exclusive window access in full screen mode.
(might cause problems with some drivers)
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ogl_bAllowSingleMipmap: 
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Allow of only one mipmap for textures with one mipmap,
instead of generating all lower mipmaps.
(might cause lower rendering performance)
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ogl_bAllowGrayTextures: 
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Allow usage of grayscale internal formats for gray textures.
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ogl_bAllowQuadArrays: 
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Select different rendering method for 2D primitives, simple model shadows
and particles. This might improve or degrade performance and compatibility.
(use with caution!)
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ogl_iTextureFiltering:
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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
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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)
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ogl_fTextureAnisotropy: 
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Anisotropy degree for texture filtering (>=1).
   1 = default (isotropic filtering)
  >1 = anisotropic (2 is recommended minimum)
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ogl_tmDelayDepthReads:
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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
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ogl_iVertexBuffers:
-
How many vertex buffers to setup for multi-buffering (1-8).
(this is primary for full support of nVidia hardware T&L)
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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)
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$


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)
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ogl_iTBufferSamples:
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Number of T-Buffers to use for effect (2, 4 or 8).
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mdl_bCreateStrips:
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Create triangle strips when loading models.
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mdl_bShowStrips:
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Show model triangle strips in color.
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mdl_bFineQuality:
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(should be left to 1 for now)
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mdl_iShadowQuality:
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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)
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mdl_fLODMul:
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Multiplier for models LOD factor (default=1).
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mdl_fLODAdd:
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Bias for models LOD factor (default=0).
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mdl_iLODDisappear:
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When LOD model will disappear:
  0 = never
  1 = ignore bias level
  2 = with bias level
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mdl_bRenderBump:
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Allow bump mapping on models.
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mdl_bRenderDetail:
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Allow detail textures on models.
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mdl_bRenderSpecular: 
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Allow specular reflection on models.
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mdl_bRenderReflection: 
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Allow reflection mapping on models.
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gfx_bAccurateColors:
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This will prevent multi-texturing in cases where layers' blend colors
differ too much among each other.
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gfx_bRenderParticles:
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Allow rendering of particle effects.
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gfx_bRenderFog:
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Allow rendering of fog and haze.
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gfx_bRenderWorld:
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Allow rendering of world.
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gfx_bRenderModels:
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Allow rendering of models.
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gfx_bRenderPredicted:
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Render entities that are predicted in network play.
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gfx_bClearScreen:
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DEBUG: Allow clearing of video buffer at the begining of each frame.
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gfx_iRefreshRate:
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Set default screen refresh rate (in Hz; 0=don't set).
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gfx_bDisableMultiMonSupport:
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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)
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gfx_ctMonitors:
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How many monitors are attached to the system.
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gfx_bMultiMonDisabled:
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Set if multimonitor is currently disabled.
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gfx_bGrabDepthBuffer:
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When capturing screenshots, store Z-buffer values in screenshot alpha channel.
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gfx_bDecoratedText:
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Allow decorated text output (bold, italic, color/alpha change and flashing).
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gfx_fSaturation:
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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!)
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$

gfx_iHueShift:
-
Shift global HUE color component (0-359).
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gfx_tmProbeDecay:
-
How long texture can remain unreferenced before probing. (in seconds)
(60 is recommended)
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gfx_fProbeRatio:
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Maximum allowed texture and shadowmap upload/binds in one frame.
(relative to maximum allowed texture size; 0.5 is recommended)
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gfx_bDisableWindowsKeys:
-
Disable windows keys when in full-screen. (recommended)
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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!)
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tex_iHueShift:
-
Shift texture HUE color component (0-359).
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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!)
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$


shd_iHueShift:
-
Shift light/shadow HUE color component (0-359).
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$


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
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gfx_tmFlareInSpeed:
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DEBUG: How many seconds it takes a flare to fade in.
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gfx_tmFlareOutSpeed:
-
DEBUG: How many seconds it takes a flare to fade out.
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OpenGLInfo():
-
Printout info about OpenGL rendering subsystem.
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GraphicsInfo():
-
Printout info about graphics subsystem.
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SoundInfo():
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Printout info about sound subsystem.
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ModelsInfo():
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Printout info about model rendering subsystem.
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WorldInfo():
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Printout info about world rendering subsystem.
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NetworkInfo():
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Printout info about networking subsystem.
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TexturesInfo():
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Printout extensive report about texture memory usage.
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RefreshTextures():
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Reload all loaded textures and uncache all cached shadow maps.
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UncacheShadows():
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Uncache all cached shadow maps.
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CacheShadows():
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Cache all shadow maps in world.
(CAREFUL! - only for systems with lots of RAM)
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RecacheShadows():
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Recache all shadow maps (uncache and eventually cache all).
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ReloadModels():
-
Reload all models.
(this happens automatically when model precision is changed)
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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
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$

tex_iAnimationQuality:
-
Quality of animation (multi-frame) textures:
(=XY, X for opaque tex...
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