DI-Guy Graphics Init Structure, OpenGL

Generated from graphics_init_ogl.h

DI-Guy API Version 12.5.1

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:

Alphabetical Index

struct bdiGraphicsInitOgl

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

int use_textures;
Description:

Determines whether textures will be applied. Default is 1.

variable bdiGraphicsInitOgl::use_materials

int use_materials;
Description:

Determines whether materials will be applied. Default is 1.

variable bdiGraphicsInitOgl::use_name_stack

int use_name_stack;
Description:

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
0the OpenGL name stack will be unmodified
Default is 0.

variable bdiGraphicsInitOgl::texture_mag_filter

GLenum texture_mag_filter;
Description:

Determines the OpenGL magnification filtering method for textures. Should be one of:

    GL_NEAREST
    GL_LINEAR
Default is GL_LINEAR

variable bdiGraphicsInitOgl::texture_min_filter

GLenum texture_min_filter;
Description:

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_LINEAR
Default is GL_LINEAR_MIPMAP_LINEAR

variable bdiGraphicsInitOgl::call_mgInit_and_mgExit

int call_mgInit_and_mgExit;
Description:

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

int use_VBOs;
Description:

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:

0don't use vertex buffer object extensions
1do use vertex buffer object extensions
Default is 1.

variable bdiGraphicsInitOgl::use_FBOs

int use_FBOs;
Description:

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:

0don't use frame buffer object extensions
1do use frame buffer object extensions
Default is 0.

variable bdiGraphicsInitOgl::use_shaders

int use_shaders;
Description:

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:

0don't use shaders
1do use shaders
Default is 1.

variable bdiGraphicsInitOgl::use_multitexture_extension

int use_multitexture_extension;
Description:

Determines whether the multitexture extension is used.

Possible values are:

0don't use multitexture extensions
1do use multitexture extensions
Default is 0.

variable bdiGraphicsInitOgl::texture_unit

int texture_unit;
Description:

Sets which texture unit is used for applying textures. Should be set to an integer, not to a GL enumeration.

Possible values are:

0use GL_TEXTURE0
1use GL_TEXTURE1
2use GL_TEXTURE2
3use GL_TEXTURE3
Default is 0, or texture unit GL_TEXTURE0.

variable bdiGraphicsInitOgl::polygon_offset_factor

float polygon_offset_factor;
Description:

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

float polygon_offset_units;
Description:

Sets the value passed to the units argument of the glPolygonOffset() function.

Default is -1.0.

variable bdiGraphicsInitOgl::use_default_fire_weapon_intersection_function

int use_default_fire_weapon_intersection_function;
Description:

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

int use_cached_optimized_geometry;
Description:

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

int use_cached_compressed_textures;
Description:

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

int use_sRGB_corrected_textures;
Description:

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

int use_linear_traversal_draw;
Description:

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

int use_4x3_shader_matrices;
Description:

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.


Alphabetical Index




Copyright (C) 1992-2012 Boston Dynamics

ALL RIGHTS RESERVED.

These coded instructions, statements, and computer programs contain unpublished proprietary information of Boston Dynamics and are protected by Copyright Laws of the United States. They may not be used, duplicated, or disclosed in any form, in whole or in part, without the prior written consent from Boston Dynamics.

RESTRICTED RIGHTS LEGEND

Use, duplication, or disclosure by the government is subject to restrictions as set forth in FAR 52.227.19(c)(2) or subparagraph (c)(1)(ii) of the Rights in Technical Data and Computer Sofware clause at DFARS 252.227-7013 and/or in similar or successor clauses in the FAR, or the DOD or NASA FAR Supplement, or to subparagraphs (c)(1) and (c)(2) of the Commercial Computer Software--Restricted Rights at 48 CFR 52.227-19, as applicable. Unpublished-rights reserved under the Copyright Laws of the United States.

Contractor/Manufacturer is:

Boston Dynamics/78 Fourth Avenue/Waltham MA 02451.