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This file was automatically generated from bdigraphics/graphics_init_ogl.h. Do not edit this file directly; the changes will be lost.Includes: windows.h | gl.h | gl.h
Contents:
struct bdiGraphicsInitOgl
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typedef struct bdiGraphicsInitOgl { int use_textures; int use_materials; int use_name_stack; GLenum texture_mag_filter; GLenum texture_min_filter; int call_mgInit_and_mgExit; int use_VBOs; int use_FBOs; int use_shaders; int use_multitexture_extension; int texture_unit; float polygon_offset_factor; float polygon_offset_units; int use_default_fire_weapon_intersection_function; int use_cached_optimized_geometry; int use_cached_compressed_textures; int use_sRGB_corrected_textures; int use_linear_traversal_draw; int use_4x3_shader_matrices; } bdiGraphicsInitOgl;
variable bdiGraphicsInitOgl::use_textures |
Description:int use_textures;
Determines whether textures will be applied. Default is 1.
variable bdiGraphicsInitOgl::use_materials |
Description:int use_materials;
Determines whether materials will be applied. Default is 1.
variable bdiGraphicsInitOgl::use_name_stack |
Description:int use_name_stack;
Determines whether character, link, and shape indices will be pushed onto the OpenGL name stack when drawing.
Possible values are:
1 pairs will be pushed onto the OpenGL name stack when drawing 0 the OpenGL name stack will be unmodified Default is 0.
variable bdiGraphicsInitOgl::texture_mag_filter |
Description:GLenum texture_mag_filter;
Determines the OpenGL magnification filtering method for textures. Should be one of:
GL_NEAREST GL_LINEARDefault is GL_LINEAR
variable bdiGraphicsInitOgl::texture_min_filter |
Description:GLenum texture_min_filter;
Determines the OpenGL minification filtering method for textures. Should be one of:
GL_NEAREST GL_LINEAR GL_NEAREST_MIPMAP_NEAREST GL_NEAREST_MIPMAP_LINEAR GL_LINEAR_MIPMAP_NEAREST GL_LINEAR_MIPMAP_LINEARDefault is GL_LINEAR_MIPMAP_LINEAR
variable bdiGraphicsInitOgl::call_mgInit_and_mgExit |
Description:int call_mgInit_and_mgExit;
Deprecated; Boston Dynamics no longer uses the MG-API library, so this setting is not used. It is left here in order to not break existing code.
variable bdiGraphicsInitOgl::use_VBOs |
Description:int use_VBOs;
Determines whether vertex buffer object extensions are used. In some cases using vertex buffer objects rather than display lists can improve performance.
Possible values are:
0 don't use vertex buffer object extensions 1 do use vertex buffer object extensions Default is 1.
variable bdiGraphicsInitOgl::use_FBOs |
Description:int use_FBOs;
Determines whether frame buffer object extensions are used. In some cases using frame buffer objects can improve performance of intersection testing.This currently only has an effect on Win32 platforms.
There is a known problem with some graphics cards that using frame buffer objects leads to a program crash.
Possible values are:
0 don't use frame buffer object extensions 1 do use frame buffer object extensions Default is 0.
variable bdiGraphicsInitOgl::use_shaders |
Description:int use_shaders;
Determines whether shaders should be loaded and compiled.
Note the DI-Guy skinned appearances depend on shaders being available and enabled.This currently only has an effect on Win32 platforms.
There is a known problem with some graphics cards using GLSL possibly causing a crash.
Possible values are:
0 don't use shaders 1 do use shaders Default is 1.
variable bdiGraphicsInitOgl::use_multitexture_extension |
Description:int use_multitexture_extension;
Determines whether the multitexture extension is used.
Possible values are:
0 don't use multitexture extensions 1 do use multitexture extensions Default is 0.
variable bdiGraphicsInitOgl::texture_unit |
Description:int texture_unit;
Sets which texture unit is used for applying textures. Should be set to an integer, not to a GL enumeration.
Possible values are:
0 use GL_TEXTURE0 1 use GL_TEXTURE1 2 use GL_TEXTURE2 3 use GL_TEXTURE3 Default is 0, or texture unit GL_TEXTURE0.
variable bdiGraphicsInitOgl::polygon_offset_factor |
Description:float polygon_offset_factor;
Sets the value passed to the factor argument of the glPolygonOffset() function. This function is used when rendering polygon subfaces, which are commonly used for edge highlighting and decals on signs.
Default is -1.0.
variable bdiGraphicsInitOgl::polygon_offset_units |
Description:float polygon_offset_units;
Sets the value passed to the units argument of the glPolygonOffset() function.
Default is -1.0.
variable bdiGraphicsInitOgl::use_default_fire_weapon_intersection_function |
Description:int use_default_fire_weapon_intersection_function;
Sets if a default shooting intersection function should be automatically set up. See diguyScenario::set_default_fire_weapon_intersection_function() for more details.
Default is 1.
variable bdiGraphicsInitOgl::use_cached_optimized_geometry |
Description:int use_cached_optimized_geometry;
Sets whether .flt and .dae files will be loaded as geometry files optimized for DI-Guy use.
Generated files will be put into a subdirectory of the DI-Guy geometry directory, and will be automatically updated as needed (doesn't exist, or original file is newer).
The .bdg geometry format is a smaller, more efficient version of the geometry data encoded in .flt and .dae files. It is an internal DI-Guy format that is not directly supported by geometry editing programs.
There is no quality trade-off in using optimized geometry files, so it is recommended that they always be enabled.
Default is 1.
variable bdiGraphicsInitOgl::use_cached_compressed_textures |
Description:int use_cached_compressed_textures;
Sets whether compressed texture files should be generated from source uncompressed texture files in order to reduce texture memory usage.
There is a quality trade-off when using compressed textures. If there are too many undesired artifacts in the generated textures, they should not be used.
Generated files will be put into a subdirectory of the DI-Guy geometry directory, and will be automatically updated as needed (doesn't exist, or original file is newer).
The compressed texture files will be in the .dds (DirectDraw Surface) format.
Default is 1.
variable bdiGraphicsInitOgl::use_sRGB_corrected_textures |
Description:int use_sRGB_corrected_textures;
Sets whether SRGB textures should be used, these allow a relatively free lookup into texture maps that have been transformed into sRBG space allowing a linear lighting pipeline to be setup.
Default is 1.
variable bdiGraphicsInitOgl::use_linear_traversal_draw |
Description:int use_linear_traversal_draw;
Sets whether DI-Guy draws characters by traversing links in a recursive tree traversal, or in a flat linear traversal. Linear drawing allows for easier culling and some additional performance on simpler characters. Linear traversal is required for some advanced lighting shaders.
Versions of DI-Guy prior to version 11 always used a recursive traversal.
Default is 1.
variable bdiGraphicsInitOgl::use_4x3_shader_matrices |
Description:int use_4x3_shader_matrices;
Whether matrices that will be used as transforms in shaders should be sent as a 4x3 matrix instead of 4x4. This should only be changed if your video card is unable to use 4x4 matrices.
Default is 1.
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