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- # Permedia 2 Chipset
-
- #=============================================================
- # VARIABLE: DisallowInd8Textures
- #
- # PURPOSE:
- # Force a card that is capable of using 8-bit textures
- # to internally use only 16-bit textures. All 8-bit
- # textures will be converted to 16-bit textures, a slow
- # process. However, certain aspects of the game may run
- # faster if the D3D graphics engine is running in 16-bit
- # mode.
- #
- # VALID VALUES (numeric):
- # 0: (default)
- # Use 8-bit textures on card if supported.
- # 1:
- # Even if the card supports the preferred 8-bit
- # native textures, force engine to use only 16-
- # bit textures.
- #=============================================================
- DisallowInd8Textures=0
-
- #=============================================================
- # VARIABLE: TextureSkewOption
- #
- # PURPOSE:
- # Different cards handle texture mapping and pixel
- # coordinates differently. LB2 can try to detect the
- # mapping used by a given card. This option controls
- # how the texture skew correction is handled.
- #
- # VALID VALUES:
- # DETECT: (default)
- # Try to detect the texture/pixel coordinate
- # system used by the card. If detection fails,
- # the game will use TextureSkewOption 3.
- #
- # 0, 1, 2 or 3:
- # Each one of these four options corresponds to
- # a different combination of texture and pixel
- # coordinate handling.
- #
- # NOTE:
- # If you selected DETECT for this option and you see
- # text in the cockpit views that looks twisted or skewed, try
- # specifying options 0 through 3, one at a time.
- # For 3Dfx and similar OpenGL-like cards, try options
- # 0 or 1. Riva 128s use option 3. Don't bother messing
- # with this option if your cockpit text looks fine on the
- # screen.
- #=============================================================
- TextureSkewOption=0
-
-
- #=============================================================
- # VARIABLE: FlushPipelineWithNewScene
- #
- # PURPOSE:
- # Some cards do not support the D3DRENDERSTATE_FLUSHBATCH
- # command. That command is the recommended way to
- # empty the rendering pipeline. If the command is not
- # supported, an EndScene()/NewScene() command may be used.
- # Currently, Rendition Verite drivers do not support the
- # D3DRENDERSTATE_FLUSHBATCH command; thus, the new scene
- # method must be used as a less efficient substitute.
- #
- # VALID VALUES:
- # 0: (default)
- # Use the D3DRENDERSTATE_FLUSHBATCH command to
- # flush the rendering pipeline.
- # 1:
- # Use an EndScene()/BeginScene() pair to flush
- # the rendering pipeline.
- #
- # NOTES:
- # Set value to 1 for Rendition Verite cards and
- # STB Velocity 128 cards.
- #=============================================================
- FlushPipelineWithNewScene=0
-
- #=============================================================
- # VARIABLE: DisableBltToScreen
- #
- # PURPOSE:
- # Disable a method to quickly move flat bitmaps to the
- # screen. For cards that do not support 8-bit textures
- # natively, setting this variable will severely degrade
- # the refresh rate of the options menu and other
- # dialog-based portions of the game. Some cards are choking
- # on this method when drawing the F2 - F4 cockpit views.
- # If you see a scrambled screen in these scenarios,
- # set this flag to 1.
- #
- # VALID VALUES:
- # 0: (default)
- # Use the fast blt to screen when appropriate.
- #
- # 1:
- # Disable the fast blt to screen.
- #
- # NOTE:
- # Set value to 1 for Rendition Verite cards.
- #=============================================================
- DisableBltToScreen=0
-
- #=============================================================
- # VARIABLE: DisableAgpSupport
- #
- # PURPOSE:
- # Disable ability to use AGP bus for transferring
- # textures between system and texture memory.
- #
- # VALID VALUES:
- # 0: (default)
- # Use the AGP support if present.
- #
- # 1:
- # Never use AGP support.
- #
- # NOTE:
- # It appears some cards mis-report their ability to use
- # AGP memory. If the game doesn't work on a
- # given card, set this flag to 1 to ensure the Direct3D
- # engine will not try to use AGP memory that might
- # not really exist.
- #=============================================================
- DisableAgpSupport=0
-
- #=============================================================
- # VARIABLE: ForceTexturedIteratedAlpha
- #
- # PURPOSE:
- # Some cards incorrectly indicate they support iterated
- # (gouraud-shaded) alpha. Specifying this flag
- # forces iterated alpha effects to be emulated using
- # texture memory, regardless of whether the D3D driver
- # specifies hardware support for iterated alpha.
- #
- # VALID VALUES:
- # 0: (default)
- # Use hardware iterated alpha if present.
- #
- # 1:
- # Use texture memory to emulate iterated alpha
- # if per-pixel alpha is supported.
- #
- # NOTE:
- # Set this value to 1 for cards containing Riva 128.
- #=============================================================
- ForceTexturedIteratedAlpha=0
-