;------------------------------------------- ; OpenGL specific stuff ;------------------------------------------- ;;; Canvas settings ; Alpha bits (default 8) ;Video.OpenGL.AlphaBits = 0 ; Depth bits (default 32) ;Video.OpenGL.DepthBits = 0 ; Stencil bits (default 8) ;Video.OpenGL.StencilBits = 0 ; Accum buffer color bits (default 0) ;Video.OpenGL.AccumColorBits = 0 ; Accum buffer alpha bits (default 0) ;Video.OpenGL.AccumAlphaBits = 0 ; Whether full (ie ICD on Win32) or generic (ie MCD on Win32) acceleration ; should be used. Default is 'full'. However, some features (e.g. accum ; buffer) may only be available with generic acceleration. ;Video.OpenGL.FullAcceleration = false ; Order in which the GL pixel format picker reduces settings until an ; accelerated mode is found. ; c - Color ; d - depth ; a - alpha ; s - stencil ; m - multisamples, ; C - accum color ; A - accum alpha Video.OpenGL.FormatPicker.ReductionOrder = ACmasdc ; Alternate values to try. ; The picker first looks for the value closest to the setting requested by ; the user. Then, the respective lists are iterated rightwards. The value that ; is changed is determined by the current reduction order. Video.OpenGL.FormatPicker.ColorBits = 32,24,16,15,12,0 Video.OpenGL.FormatPicker.DepthBits = 32,24,16,0 Video.OpenGL.FormatPicker.AlphaBits = 8,0 Video.OpenGL.FormatPicker.StencilBits = 8,1,0 Video.OpenGL.FormatPicker.AccumColorBits = 32,24,16,15,12,0 Video.OpenGL.FormatPicker.AccumAlphaBits = 8,0 Video.OpenGL.FormatPicker.MultiSamples = 16,8,6,4,2,0 ; There are currently 3 ways to draw text: ; 1) Using a special multitexture setup that blends the FG and BG color. ; Preferred, as we save the texture environment switch. ; Obviously requires MT. ; 2) Using ARB_fragment_program. ; This is a workaround for a bug in some ATI drivers that seem to garble ; text drawing under certain circumstances, which is avoided by using an ; AFP instead of a multitexturing setup. ; 3) Using "Blend" environment which has the same effect as (1). ; Not all HW properly supports this. ; 4) Most ugly: separate passes for FG and BG - needs two textures (one ; with background, one with foreground transparency), and doesn't always ; look right with AA! (We ignore that until someone complains.) ; Tweaking of these options is usually done via the driver DB. ; Enable method 1. Video.OpenGL.FontCache.UseMultiTexturing = yes ; Don't use method 2 by default. Video.OpenGL.FontCache.UseAFP = no ; Disable method 3, as a number HW/drivers don't seem to grok it. Video.OpenGL.FontCache.UseIntensityBlend = no ; Multisample samples; 0 = disabled Video.OpenGL.MultiSamples = 0 ; Multisample: whether favor quality over speed ; not supported by all drivers/cards Video.OpenGL.MultisampleFavorQuality = false ; Anisotropic filtering. Enabled by anything > 1.0 Video.OpenGL.TextureFilterAnisotropy = 1.0 ; 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 ; How many vertices are cached between draw calls. ;Video.OpenGL.FontCache.VertexCache = 128 ; Mesa DRI drivers don't support S3TC compressed textures entirely, only ; upload. This behaviour is not conform to the specification for the ; texture compression spec, so the ext is not reported by default. ; However, it can nevertheless be activated by setting the ; "force_s3tc_enable" env var to true. ; To have that done by CS enable the option below, the upload-only support ; can then be taken advantage of. ; NOTE: this is *not* driverdb configurable, unfortunately Video.OpenGL.MesaForceS3TCEnable = yes ;;; Renderer settings ;Video.OpenGL.Canvas = crystalspace.graphics2d.glx ;Video.OpenGL.Canvas = crystalspace.graphics2d.glwin32 ;Video.OpenGL.Canvas = crystalspace.graphics2d.glmac ; 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.MaxTextureSize = 1024 ;Video.OpenGL.TextureLODBias = 16 ; 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 ; 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 = 256 ; This threshold is the number of triangles (for a single object) after ; which stencil clipping is prefered instead of plane clipping. Video.OpenGL.StencilThreshold = 50 ; Set to true if stencil clipping is broken. ;Video.OpenGL.BrokenStencil = true ; When clearing the stencil buffer is needed, also clear the Z buffer. ; Possibly faster on some HW. Video.OpenGL.StencilClearWithZ = yes Video.OpenGL.DelaySwap = no ; disable the use of certain opengl extensions ;Video.OpenGL.UseExtension.GL_ARB_multitexture = false ;Video.OpenGL.UseExtension.GL_ARB_texture_compression = false ;Video.OpenGL.UseExtension.GL_SGIS_generate_mipmap = false ;Video.OpenGL.UseExtension.GL_EXT_texture_filter_anisotropic = false ;Video.OpenGL.UseExtension.GL_EXT_texture_lod_bias = false Video.OpenGL.UseExtension.GL_ARB_vertex_buffer_object = true Video.OpenGL.UseExtension.GL_EXT_framebuffer_object = true ;Video.OpenGL.UseExtension.GL_SGIS_generate_mipmap = false Video.OpenGL.UseExtension.GL_ARB_point_sprite = false ; Maximum size of allocated VBO buffers Video.OpenGL.VBO.MaxSize = 64M ; Some ATI hardware (Radeon 9500+) has a "hidden" feature where you can specify ; NPOTS textures as 2D textures. (Normally they would have to be POTS.) ; NB: This feature should be activated through the driver DB. Video.OpenGL.EnableNonPowerOfTwo2DTextures = false ; Some Mesa DRI drivers support upload of DXT-compressed textures, however, ; don't expose this as an extension since they don't support software ; compression/decompression of DXT textures (which is non-conformant ; behaviour). In other words, only precompressed textures are supported. ; Due the absence of the extension, CS however will uncompress the textures ; before upload. To avoid that, enable this setting to force the upload ; of DXT compressed textures as such, even with the S3TC ext being absent. ; NB: This feature should be activated through the driver DB. Video.OpenGL.ForcePrecompressedDXTUpload = false ; Texture format configuration. ; You can explicitly tell what target format(ie, how is it stored in GL) for a ; a texture class should be used. The default is to compress, if possible, ; otherwise the default format. Video.OpenGL.TextureClass.default.FormatRGB = GL_COMPRESSED_RGB_ARB,GL_RGB Video.OpenGL.TextureClass.default.FormatRGBA = GL_COMPRESSED_RGBA_ARB,GL_RGBA ; Whether precomputed (e.g. like in DDS) mipmaps should still be sharpened. ; Usually "no". Video.OpenGL.TextureClass.default.SharpenPrecomputedMipmaps = no ; Whether image source data should always be converted to csRGBpixel data. ; Usually "no". Video.OpenGL.TextureClass.default.ForceDecompress = no ; Whether the resolution of this texture can be reduced. ; Usually "yes". Video.OpenGL.TextureClass.default.AllowDownsample = yes ; Whether (generated) mipmaps are sharpened. ; Usually "yes". Video.OpenGL.TextureClass.default.AllowMipSharpen = yes ; Compressing normal maps makes them look ugly, so store them uncompressed. Video.OpenGL.TextureClass.normalmap.FormatRGB = GL_RGB8 Video.OpenGL.TextureClass.normalmap.FormatRGBA = GL_RGBA8 Video.OpenGL.TextureClass.normalmap.AllowMipSharpen = no ; Certain data, e.g. some gradients, doesn't compress that well either Video.OpenGL.TextureClass.nocompress.FormatRGB = GL_RGB8 Video.OpenGL.TextureClass.nocompress.FormatRGBA = GL_RGBA8 ; Lightmaps does not like texture compression, it creates artifacts Video.OpenGL.TextureClass.lightmap.FormatRGB = GL_RGB8 Video.OpenGL.TextureClass.lightmap.FormatRGBA = GL_RGBA8 Video.OpenGL.TextureClass.lightmap.AllowDownsample = no Video.OpenGL.TextureClass.lightmap.AllowMipSharpen = no ; Same for textures with a look-up character. ; Also, always keep them at their original size. Video.OpenGL.TextureClass.lookup.FormatRGB = GL_RGB8 Video.OpenGL.TextureClass.lookup.FormatRGBA = GL_RGBA8 Video.OpenGL.TextureClass.lookup.AllowDownsample = no Video.OpenGL.TextureClass.lookup.AllowMipSharpen = no