ShellSymbols.txt

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MonitorsOn():
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Enable multi-monitor support in Windows 98.
You may use this to re-enable the second monitor once the display mode
has been set and OpenGL has stabilized.
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$

MonitorsOff():
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Disable multi-monitor support in Windows98.
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$



ogl_bUseCompiledVertexArrays:
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=XYZ (each of 0 or 1)
Enable/disable usage of Compiled Vertex Arrays for rendering of
particles (X), world (Y) and/or models (Z). Enabling this can speedup
rendering process, but may cause artefacts, crashes or heavy slowdowns
on some boards.
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$


ogl_iMaxBurstSize:
-
Minumum number of vertices that can to passed to OpenGL in one vertex array.
(0 = unlimited)
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$



gap_iUseTextureUnits:
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Specify how much texture units to use for multi-texturing.
(number of maximum units is limited by the hardware)
1 = no multi-texturing
2 = dual-texturing 
3 = triple-texturing
4 = quad-texturing
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$


ogl_iTextureCompressionType:
-
Specify texture compression type to use:
  0 = no compression allowed
  1 = default compression (thru ARB extension)
  2 = S3TC
  3 = FTX1
  4 = S3TC (old)
If specified texture compression type is not supported, 
it'll automatically revert to first supported type.
(order: 2 <-> 3 -> 1 -> 4 ->0)
NOTE: It is recommended to set tex_iCompressionFormat=00,
      before changing compression type.
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$


gap_bOptimizeStateChanges:
-
Ignore redundant state changes.
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$

gap_iOptimizeClipping:
-
Signal to GfxAPI whether clipping is needed or not for specific model.
  0 = allways needed (safe)
  1 = maybe not needed for mirror-plane (optimal for T&L boards)
  2 = maybe not needed for frustum (optimal for non-T&L boards)
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$

gap_iDithering:
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Select dithering method for 16-bit display modes.
  0 = don't dither at all (not recommended)
  1 = don't dither when blending (when dithering patterns are too visible)
  2 = always dither (the best choice for most cases)
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$


gap_iFinish: 
-
0 = do not force API to finish rendering (performance)
1 = finish all rendering before begining of next frame (optimal)
2 = force finish of rendering before swapping of buffers (safe)
3 = force finish of rendering before matrix change
    and after swapping of buffers (paranoid)
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$


gap_iSwapInterval:
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Number of vertical retraces to wait before swapping of buffers (0-9).
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$


ogl_bExclusive:
-
Claim exclusive window access in full screen mode.
(might cause problems with some drivers)
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$


gap_bAllowSingleMipmap: 
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Allow of only one mipmap for textures with one mipmap,
instead of generating all lower mipmaps.
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$

gap_bAllowGrayTextures: 
-
Allow usage of grayscale internal formats for gray textures.
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$

ogl_bAllowQuadArrays: 
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Select different rendering method for 2D primitives, simple model shadows
and particles. This might improve or degrade performance and compatibility.
(use with caution!)
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$


gap_iTextureFiltering:
-
Texture filtering mode (=XYZ).
Interpolation types for X=magnification, Y=minification, Z=mipmap filter:
  X=0 - same as Y-value
  X=1 - nearest-neighbour
  X=2 - bilinear
  Y=1 - nearest-neighbour
  Y=2 - bilinear
  Z=0 - none (no mipmapping)
  Z=1 - bilinear
  Z=2 - trilinear
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$

gap_fTextureLODBias: 
-
LOD bias for mipmap switching.
  <0 = more details (somewhat slower performance)
   0 = default
  >0 = less details (faster performance)
(values lower than -2 might cause rendering slowdowns)
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$

gap_iTextureAnisotropy: 
-
Anisotropy degree for texture filtering (>=1).
   1 = default (isotropic filtering)
  >1 = anisotropic (2 is minimum)
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$


gap_iOptimizeDepthReads:
-
How and when to issue read from z-buffer requests (for lens flares).
    0 = immediately upon request 
    1 = at every frame
    2 = 10 times a second
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$

gap_bForceTruform:
-
Use Truform (N-Patches) tesselation even on models
that are not prepared for it.
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$

gap_iTruformLevel:
-
Specifiy tesselation level (detail).
(0 = no tesselation)
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$


d3d_bUseHardwareTnL:
-
Specify whether to use HW T&L (if present) or not.
Note: requires ApplyVideoMode()
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$

d3d_iMaxBurstSize:
-
Minumum number of vertices that can to passed to Direct3D in one vertex array.
(0 = unlimited)
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$


d3d_iVertexBuffersSize:
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Specify size of buffer that holds geometry for Direct3D.
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$

d3d_bAlternateDepthReads:
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Setting this will improve performance of lens-flares,
but might cause artefacts on some occasions.
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$

d3d_bOptimizeVertexBuffers:
-
Use alternate approach when submiting vertices to Direct3D.
(0 is recommended for non-T&L boards)
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$


ogl_iTBufferEffect:
-
Type of T-Buffer effect to use:
  0 = none
  1 = partial anti-aliasing (doesn't blur text and 2D)
  2 = motion blur
NOTE: On some system configurations T-Buffer effect(s) might not work
      properly. (driver issues)
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$

ogl_iTBufferSamples:
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Number of T-Buffers to use for effect (2, 4 or 8).
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$



mdl_bCreateStrips:
-
Create triangle strips when loading models.
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$

mdl_bShowStrips:
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DEBUG: Show model triangle strips in color.
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$

mdl_bFineQuality:
-
(should be left to 1 for now)
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$

mdl_iShadowQuality:
-
Quality of model shadow:
  0 = no shadow
  1 = low quality (single polygon - fast)
  2 = high quality from one light (multiple polygons - slow)
  3 = high quality from all lights (multiple shadows & polygons - very slow)
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$

mdl_fLODMul:
-
Multiplier for models LOD factor (default=1).
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$

mdl_fLODAdd:
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Bias for models LOD factor (default=0).
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$

mdl_iLODDisappear:
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When LOD model will disappear:
  0 = never
  1 = ignore bias level
  2 = with bias level
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$


mdl_bRenderDetail:
-
Allow detail textures on models.
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$

mdl_bRenderSpecular: 
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Allow specular reflection on models.
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$

mdl_bRenderReflection: 
-
Allow reflection mapping on models.
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$

mdl_bAllowOverbright:
-
Allow 'shiny' lighting on models (recommended).
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$


gap_iDepthBits:
-
Requested number of bits for z-buffer (24 or 32).
Note: requires ApplyVideoMode()
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$

gap_iStencilBits:
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Requested number of bits for stencil buffer (0 or 8).
Note: requires ApplyVideoMode()
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$


gfx_fEnvParticlesDensity:
-
Specify density of grass and other environment particles.
(1 = default)
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$

gfx_fEnvParticlesRange:
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Specify dissapearing radius of grass and other environment particles.
(1 = default)
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$


gfx_bRenderParticles:
-
Allow rendering of particle effects.
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$

gfx_bRenderFog:
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Allow rendering of fog and haze.
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$

gfx_bRenderWorld:
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Allow rendering of world.
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$

gfx_bRenderModels:
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Allow rendering of models.
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$

gfx_bRenderPredicted:
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Render entities that are predicted in network play.
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$


gfx_bClearScreen:
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DEBUG: Fill video buffer with black at the begining of each frame.
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$

gap_iRefreshRate:
-
Set default screen refresh rate (in Hz; 0=don't set).
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$

gfx_bDisableMultiMonSupport:
-
This is needed for systems that don't support multimonitor & OpenGL (Win98).
If it is not set in Win98, OpenGL probably won't start.
(has no effect on WinNT/2k)
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$


gfx_ctMonitors:
-
How many monitors are attached to the system.
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$

gfx_bMultiMonDisabled:
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Set if multimonitor is currently disabled.
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$

ogl_bGrabDepthBuffer:
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When capturing screenshots, store Z-buffer values in screenshot alpha channel.
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$


gfx_bDecoratedText:
-
Allow decorated text output (bold, italic, color/alpha change and flashing).
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$

gfx_fSaturation:
-
Adjust global saturation:
  0   = grayscale
  0-1 = less color
  1   = normal
  1-2 = more color
  >2  = color wrapping occurs (might get some nice psychedelic effects!)
NOTE: requires /RefreshTestures()
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$

gfx_iHueShift:
-
Shift global HUE color component (0-359).
NOTE: requires /RefreshTestures()
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$

gfx_fBrightness:
-
Adjust display brightness:
  <0 = darken
   0 = standard
  >0 = brighten
(doesn't work on NT4 platform)
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$

gfx_fContrast:
-
Adjust display contrast:
  <1 = low contrast
   1 = standard
  >1 = high contrast
(doesn't work on NT4 platform)
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$

gfx_fGamma:
-
Adjust display gamma factor:
  <1 = darken
   1 = standard
  >1 = brighten
(doesn't work on NT4 platform)
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$

gfx_iLevels:
-
Adjust color levels (posterization).
  256 = standard
(doesn't work on NT4 platform)
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$


gfx_tmProbeDecay:
-
How long texture can remain unreferenced before probing. (in seconds)
(60 is recommended)
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$

gfx_fProbeRatio:
-
Maximum allowed texture and shadowmap upload/binds in one frame.
(relative to maximum allowed texture size; 0.5 is recommended)
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$


gfx_bDisableWindowsKeys:
-
Disable windows keys when in full-screen. (recommended)
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$



tex_fSaturation:
-
Adjust texture saturation:
  0   = grayscale
  0-1 = less color
  1   = normal
  1-2 = more color
  >2  = color wrapping occurs (might get some nice psychedelic effects!)
-
$

tex_iHueShift:
-
Shift texture HUE color component (0-359).
-
$


shd_fSaturation:
-
Adjust light/shadow saturation:
  0   = grayscale
  0-1 = less color
  1   = normal
  1-2 = more color
  >2  = color wrapping occurs (might get some nice psychedelic effects!)
-
$


shd_iHueShift:
-
Shift light/shadow HUE color component (0-359).
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$


gfx_iLensFlareQuality:
-
Quality of lens flare:
  0 = do not render lens flare (and no z-buffer testing, also)
  1 = render flare with corona only
  2 = render flare with corona and reflections
  3 = render flare with corona, reflections and glare effect
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$


GAPInfo():
-
Printout info abo...
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