Sophie

Sophie

distrib > Fedora > 13 > i386 > media > os > by-pkgid > a9e9c8bcccc0506f06560aaf0abbaeb7 > files > 24

crystalspace-1.2.1-6.fc12.i686.rpm

; Uncomment to disable all shader techniques with a "detail texture" effect.
;Video.ShaderManager.Tags.detail_texture.Presence = forbidden
; Uncomment to disable all shader techniques with a multipass "detail texture" 
; effect.
;Video.ShaderManager.Tags.multipass detail texture.Presence = forbidden

; Other examples:
; Require a tag. Shader techniques without that tag won't validate.
;Video.ShaderManager.Tags.some tag.Presence = required
; Change a tag's priority. All techniques with that tag get theit priorities
; biased with the value specified below. This has the effect that the sum of 
; all tag priorities is decisive when two shader techniques have the same 
; technique priority.
;Video.ShaderManager.Tags.some tag.Priority = 10

; Cg general compiler options
;Video.OpenGL.Shader.Cg.CompilerOptions =
; Cg compiler options for vertex programs
;Video.OpenGL.Shader.Cg.CompilerOptions.Vertex =
; Cg compiler options for fragment programs
;Video.OpenGL.Shader.Cg.CompilerOptions.Fragment =
; Cg compiler options for specific profiles
;Video.OpenGL.Shader.Cg.CompilerOptions.Vertex.arbvp1 =

; "Coercion library" for the Cg combiner. The library contains Cg snippets
; for coercions between different data types. Usually, the best idea is to
; just stick to the default coercions...
Video.OpenGL.Shader.Cg.Combiner.CoerceLibrary = /shader/combiner-cg/library.xml

; Debugging settings: influence shader plugins or allow a glance into what
; goes on the inside.
;
; Note: a lot of these options are also enabled by shader-debug.cfg. It can be
; pulled in with the "-cfgfile=/config/shader-debug.cfg" command line argument.
;
;  Dump compiled Cg programs (allows to inspect generated assembly)
;Video.OpenGL.Shader.Cg.DebugDump = true
;Video.OpenGL.Shader.PS1.UseDisplayLists = false
; PS1.1 - PS1.3 programs are converted to PS1.4 on ATI cards. Enabled to see
; the result of the conversion.
;Video.OpenGL.Shader.PS1.Dump14ConverterOutput = true
;Video.OpenGL.Shader.Fixed.MaxTextureUnits = 2
;  Dump the shader XML apres processing the conditional stuff
;Video.XMLShader.DumpVariantXML = true
;  Dump internal condition tree - hardly useful
;Video.XMLShader.DumpConditions = true
;  Print out some additional info while processing XML instructions.
;Video.XMLShader.DebugInstructionProcessing = true
;  Shader weaver: dump the generated XML to a file before sending it to
;  xmlshader.
;Video.ShaderWeaver.DumpWeavedXML = true