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- <?xml version="1.0" encoding="utf-8" ?>
- <!-- This file contains the global configuration settings for the D3DView rendering engine -->
- <D3DVIEW_CONFIGURATION>
- <!--
- SHADER_MAX_VERSION specifies the maximum used shader version.
- The value directly affects the performance of the rendering.
- Also note that if a card supports higher quality settings (pixel shader version)
- then it also supports lower quality settings.
-
- Following values are valid:
- "default" - the maximum quality as supported by hardware.
- "ps_2_0" - Pixel shader 2.0 compatibility mode.
- All surfaces are rendered using Pixel shaders 2.0.
- Per pixel Phong shading and normal mapping is enabled.
- Supported cards include ΓÇô Radeon 9500 and newer, GeForce FX family and newer.
- "ps_1_4" - Pixel shader 1.4 compatibility mode.
- All surfaces are rendered using Pixel shaders 1.4.
- Per pixel Phong shading and normal mapping is enabled.
- Supported cards include ΓÇô Radeon 8500 and newer cards.
- "ps_1_1" - Pixel shader 1.1 compatibility mode.
- All surfaces are rendered using Pixel shaders 1.1.
- Per pixel Phong and normal mapping is enabled for diffuse component.
- Specular component is computed per-vertex.
- Supported cards include ΓÇô GeForce3 family.
- "vs_3" - DirectX7 compatibility mode with textures.
- No pixel shaders, no normal mapping. Everything is computed per-vertex.
- Vertex shaders are still used (if not supported then emulation is used)
- Supported cards include ΓÇô almost every graphics on the market with correct drivers.
- "vs_2" - DirectX7 compatibility mode with colors.
- No pixel shaders, no normal mapping. Everything is computed per-vertex.
- Vertex shaders are still used (if not supported then emulation is used)
- Supported cards include ΓÇô almost every graphics on the market with correct drivers.
- "vs_1" - DirectX7 compatibility mode without colors.
- No pixel shaders, no normal mapping. Everything is computed per-vertex.
- Vertex shaders are still used (if not supported then emulation is used)
- Supported cards include ΓÇô almost every graphics on the market with correct drivers.
- -->
- <SHADER_MAX_VERSION Value="default"/>
-
- <!--
- TEXTURE_SIZE_SCALE specifies the ratio which will be used to scale down all textures.
- New texture size is determined by dividion with this number. For example if
- value is 4 then 512x512 texture is scaled down to 128x128 (512/4 = 128).
- Smaller textures produce less memory usage and higher performance of rendering.
- Following values are valid:
- "default" - textures are not scaled down.
- "<num>" - i.e. "4". All textures will be scaled down with the ratio <num>.
- Examples of <num> are 2, 4, 8, 16, 32.
- Most graphics card allow only power-of-two textures so use just power of two dividers.
- -->
- <TEXTURE_SIZE_SCALE Value="default"/>
-
- <!--
- TEXTURE_SIZE_MAX specifies the maximum allowed texture size.
- All textures with size greater than specified value (after texture ratio is applied)
- will be scaled down to this size.
- Smaller textures produce less memory usage and higher performance of rendering.
- Following values are valid:
- "default" - the original resolution is used for each texture.
- "<num>" - i.e. "256". All textures with size greater than <num> are scaled down to <num>.
- Examples of <num> are 4096, 2048, 1024, 512, 256, 128, 64.
- Most graphics card allow only power-of-two textures.
- -->
- <TEXTURE_SIZE_MAX Value="default"/>
-
- <!--
- SHADOW_SIZE_SCALE specifies the ratio which will be used to scale down all shadowmaps.
- New shadowmap size is determined by dividion with this number. For example if
- value is 4 then 512x512 shadowmap is scaled down to 128x128 (512/4 = 128).
- Smaller shadowmaps produce less memory usage and higher performance of rendering.
- Following values are valid:
- "default" - shadowmaps are not scaled down.
- "<num>" - i.e. "4". All shadowmaps will be scaled down with the ratio <num>.
- Examples of <num> are 2, 4, 8, 16, 32.
- Most graphics card allow only power-of-two shadowmaps so use just power of two dividers.
- -->
- <SHADOW_SIZE_SCALE Value="default"/>
-
- <!--
- SHADOW_SIZE_MAX specifies the maximum allowed shadowmap size.
- All shadowmaps with size greater than specified value (after shadowmap ratio is applied)
- will be scaled down to this size.
- Smaller shadowmaps produce less memory usage and higher performance of rendering.
- Following values are valid:
- "default" - the original resolution is used for each shadowmap.
- "none" - shadows will be disabled.
- "<num>" - i.e. "256". All shadowmaps with size greater than <num> are scaled down to <num>.
- Examples of <num> are 4096, 2048, 1024, 512, 256, 128, 64.
- Most graphics card allow only power-of-two shadowmaps.
- -->
- <SHADOW_SIZE_MAX Value="default"/>
-
- <!--
- SHADOW_FILTER_QUALITY specifies the best shadow filtering quality which is allowed.
- The value directly affects the performance of the rendering - lower quality means higher
- performance.
-
- Following values are valid:
- "default" - the shadow filtering is used as specified in each light.
- "none" - no shadow filtering is performed. Best performance.
- "pcf2x2" - Percentage closer filtering of 2x2 values around the pixel.
- "pcf2x2f" - Percentage closer filtering of 2x2 values around the pixel with
- additional bilinear filtering.
- "pcf3x3" - Percentage closer filtering of 3x3 values around the pixel.
- "pcf3x3f" - Percentage closer filtering of 3x3 values around the pixel with
- additional bilinear filtering. Best quality.
- -->
- <SHADOW_FILTER_QUALITY Value="default"/>
- </D3DVIEW_CONFIGURATION>
-