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opengl.cfg
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2005-09-26
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;-------------------------------------------
; OpenGL specific stuff
;-------------------------------------------
; Override the detected graphics capabilities.
; For broken drivers or unknown cards you can uncomment and set
; the following values. If commented, a nice default will be used instead.
;Video.OpenGL.Caps.CanClip = no
;Video.OpenGL.Caps.MaxTextureSize = 1024
;Video.OpenGL.Caps.MaxAspectRatio = 32768
; Disable (change to no) below if hardware stencil buffer is not supported by
; your graphics hardware or you are experiencing crashes on your platform.
;
; ATI Radeon (r100) owners running Linux (DRI) should disable to avoid crashes.
;
Video.OpenGL.Caps.Stencil = yes
; Enable if OpenGL seems to crash for you. It is possible that this is
; caused by not correctly clipping geometry to screen boundaries.
Video.OpenGL.Caps.NeedScreenClipping = yes
; Set to the number of OpenGL clipping planes that are hardware accelerated.
; If set to 0 then this kind of clipping is disabled. Default is 6.
Video.OpenGL.Caps.HWPlanes = 0
; Clipping modes:
; n (no clipping): don't use clipping at all but rely on z-buffer
; to do the clipping for us. Only works when the object is rendered
; using either ztest or zuse.
; z (zbuf clipping): this is a variant of 'no clipping' specifically
; for the outer polygon (or view). In this case the outside of that
; portal (i.e. the places on the window/screen where CS will never
; render) will be filled with z-buffer.
; s (stencil clipping): use the stencil buffer for clipping.
; p (plane clipping): use OpenGL plane clipping.
; 0 (software clipping): use the software clipper.
; All of these modes (except software clipping) have an uppercase variant
; which adds lazy clipping before doing the other operation. Lazy clipping
; means that a quick test on all triangles will discard all triangles that
; are totally invisible but keep all the others without clipping.
;
; Below are clipping modes for various operations. In addition to the
; modes described above you can also use 'auto' which will try to
; autodetect the most efficient operation. You can also use multiple
; modes in which case these modes will be used in case the first one
; is not possible for some reason. One example is that 'n' cannot be
; used on objects that are rendered with zfill or znone. In that case
; you need other modes. If you don't specify other modes then 0 will
; automatically be used (software clipping).
; Clipping mode to use for portals with optional clipping (i.e. most
; regular portals). Possible values are n,N,s,S,p,P, or 0. Usually 'n'
; or 'N' is recommended. 'n' is better if you are on fast hardware that
; doesn't mind overdraw. 'N' is better if you have hardware for which
; overdraw is relatively expensive.
Video.OpenGL.ClipOptional = n
; Clipping mode to use for portals with required clipping (for special
; cases like floating portals). Possible values are s,S,p,P, or 0.
Video.OpenGL.ClipRequired = p
; Clipping modes to use for the outer portal. Possible values are z,
; Z,s,S,p,P, or 0.
Video.OpenGL.ClipOuter = p
; Enable Dither mode.
Video.OpenGL.EnableDither = no
; Enable Bilinear texture mapping (slower, especially
; if you don't have hardware acceleration).
Video.OpenGL.EnableBilinearMap = no
; Sharpen mipmaps to less blurry. May or may not improve visual quality,
; depends on textures.
; Set to 0 to turn it off.
Video.OpenGL.SharpenMipmaps = 0
; If this is set to 'yes' then you don't care about good perspective
; correction. This may mean that textures are rendered faster.
; Wether or not this hint is honored depends on the implementation.
Video.OpenGL.HintPerspectiveFast = no
; This tells how to blend lightmaps with their underlying textures.
; Legal modes are 'multiplydouble', 'multiply' (the default), 'coloradd',
; 'add', and 'auto'. Choose to fit your hardware and taste. The 'multiply' mode
; is supported on most hardware but is often too dark. If your hardware
; supports it, 'multiplydouble' often gives a better scene.
Video.OpenGL.LightmapMode = multiplydouble
; Enable an artifical speed limit on the FPS. This can help to increase
; smoothness with very high frame rates. The value given is in ms.
;Video.OpenGL.FpsLimit = 40
; The following variable indicates the size of super-lightmaps in queue 0.
; By default this will be equal to 256. Note that this size will always
; be capped by the maximum allowed texture size (see MaxTexWidth attribute
; above).
;Video.OpenGL.SuperLightMapSize = 256
; Scale down textures by the factor 2^n-1. Usually set in case all textures
; don't fit into the gfx card memory
Video.OpenGL.TextureDownsample = 0
; How many megabytes of textures are kept in (OpenGL) memory.
; Default is 128, set to 0 to keep all textures.
; Video.OpenGL.MaxTextureCache = 0
; Anisotropic filtering. 1.0 means disabled,
; anything above enabled.
Video.OpenGL.TextureFilterAnisotropy = 1.0
; Bit depth of textures. Some cards may run faster
; with 16 bit textures, some save textures internally in
; 32 bit anyway. 0 means: use display color depth
; 8 is possible as well. Looks funny :)
Video.OpenGL.TextureBits = 0
Video.OpenGL.BlendMipmap = no
; Multisample samples; 0 = disabled
; This must be known before a canvas is opened, so it won't work with
; card-specific configs (as those are read after opening.)
Video.OpenGL.MultiSamples = 0
; Multisample: whether favor quality over speed
; not supported by all drivers/cards
Video.OpenGL.MultisampleFavorQuality = false
;@@@ Shouldn't those go to some canvas config?
; Width and height of the texture(s) used for font glyph caching.
;Video.OpenGL.FontCache.TextureSize = 256
; Number of textures used for font glyph caching.
;Video.OpenGL.FontCache.MaxTextureNum = 16
;-------
; Force internal representation of texture formats
;-------
; you can explicitly tell what targetformat for the sourceformats should be used
; note that the formats need to be both in the same class, that is
; you can map RGB to some specific RGB format only, no RGBA or Alpha format
;Video.OpenGL.TargetFormat.GL_RGB = GL_RGB8
;Video.OpenGL.TargetFormat.GL_RGBA = GL_RGB5_A1
; here you can specify if textures using a selected targetformat should be held
; compressed in texture memory (this is ignored if card does not support texture compression)
;Video.OpenGL.TargetFormat.GL_RGB5_A1 = compressed
;Video.OpenGL.TargetFormat.GL_R3_G3_B2 = compressed
;------
; enable the use of certain opengl extensions
;------
;Video.OpenGL.UseExtension.GL_ARB_multitexture = yes
;Video.OpenGL.UseExtension.GL_ARB_texture_env_combine = yes
;Video.OpenGL.UseExtension.GL_ARB_texture_env_dot3 = yes
;Video.OpenGL.UseExtension.GL_ARB_texture_compression = yes
;Video.OpenGL.UseExtension.GL_NV_vertex_array_range = yes
;Video.OpenGL.UseExtension.GL_NV_vertex_program = yes
;Video.OpenGL.UseExtension.GL_SGIS_generate_mipmap = yes
;Video.OpenGL.UseExtension.GL_EXT_texture_filter_anisotropic = yes
;Video.OpenGL.Canvas = crystalspace.graphics2d.glx
;Video.OpenGL.Canvas = crystalspace.graphics2d.glwin32
;Video.OpenGL.Canvas = crystalspace.graphics2d.glmac