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The Games Machine 59
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XENIATGM59.iso
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sfx.dft
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1998-12-01
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4KB
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35 lines
#name: fog {now ignored} dithering gonad shading mag_filter min filter anim2ds frags splats tree draw range drop dist levels
SFX_HARDWARE_1 NOFOG NODITHER GONAD NEAREST NEAREST 0 0 20 0 1
SFX_HARDWARE_2 FOG NODITHER GONAD NEAREST MIP_NEAREST 100 20 40 1000 0
SFX_HARDWARE_3 FOG DITHER GONAD LINEAR MIP_LINEAR 200 40 60 1000 0
SFX_HARDWARE_4 FOG DITHER GONAD LINEAR MIP_LINEAR 300 60 80 1250 0
SFX_HARDWARE_5 FOG DITHER GONAD LINEAR LIN_MIP_LIN 400 80 100 1500 0
SFX_HARDWARE_6 FOG DITHER GONAD LINEAR LIN_MIP_LIN 500 100 100 2500 0
#name subpix ptexture
SFX_SOFTWARE_1 NOSUBPIX NOPTEX NOGONAD NEAREST NEAREST 0 0 0 0 1
SFX_SOFTWARE_2 SUBPIX NOPTEX NOGONAD NEAREST NEAREST 50 10 0 0 1
SFX_SOFTWARE_3 SUBPIX PTEX NOGONAD NEAREST NEAREST 100 20 0 0 1
SFX_SOFTWARE_4 SUBPIX PTEX NOGONAD NEAREST NEAREST 150 30 0 0 0
SFX_SOFTWARE_5 SUBPIX PTEX GONAD NEAREST NEAREST 200 40 0 0 0
SFX_SOFTWARE_6 SUBPIX PTEX GONAD NEAREST NEAREST 250 50 0 0 0
#notes {not very helpfull, but brutaly honest}
#firstly, the sfx slidey bar does different things in hardware and software, so there are two different entries. what these mean:
# fog: ignored by the code. superceeded by the gui button.
# dithering: this is something to do with "Dithering to improve colour resolution" according to core. suffice to say, its never on
# in software.
# gonad shading: whether stuff is gourad shaded or not.
# subpix: always on in hardware. core comments say "Sub pixel correction".
# ptexture: perspective correction to textures. always on in hardware.
# mag_filter: when we filter, its coz stuff is either so close that it we need to interpolate between the points of the texture OR
# its so far away that we need to choose which point on the texture to use out of a possible set. mag_filter is when textures are
# right up close, and is the more noticable of the two. it can ONLY be one of NEAREST {where we just choose the nearest pixel on the
# texture} or LINEAR {where we interpolate the two nearest}. obviously, NEAREST is much faster.
# min_filter: this is the other case, where textures are a long way away. im not so sure on these. obviously NEAREST and LINEAR have
# the same meanings as before. MIP_NEAREST is when we choose the nearest pixel on the nearest mipp { i.e. simply enables mipping }
# mip linear is when we interpolate between pixels of the appropriate mip. linear mip linear or LIN_MIP_LIN is, erm, something else.
# anim2ds: number of anim2ds you can have in the world at once
# frags: number of shatters you can have in the world at once
# splats: number of splats you can have in the world at once
# tree draw range: the distance at which trees "pop" into existence
# drop dist levels: the number of distance levels dropped. put 2 in here for comedy huts with no walls