MonitorsOn(): - 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. - $ MonitorsOff(): - Disable multi-monitor support in Windows98. - $ ogl_bUseCompiledVertexArrays: - =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. - $ ogl_iMaxBurstSize: - Minumum number of vertices that can to passed to OpenGL in one vertex array. (0 = unlimited) - $ gap_iUseTextureUnits: - 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 - $ 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. - $ gap_bOptimizeStateChanges: - Ignore redundant state changes. - $ 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) - $ gap_iDithering: - 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) - $ 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) - $ gap_iSwapInterval: - Number of vertical retraces to wait before swapping of buffers (0-9). - $ ogl_bExclusive: - Claim exclusive window access in full screen mode. (might cause problems with some drivers) - $ gap_bAllowSingleMipmap: - Allow of only one mipmap for textures with one mipmap, instead of generating all lower mipmaps. - $ gap_bAllowGrayTextures: - Allow usage of grayscale internal formats for gray textures. - $ ogl_bAllowQuadArrays: - Select different rendering method for 2D primitives, simple model shadows and particles. This might improve or degrade performance and compatibility. (use with caution!) - $ 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 - $ 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) - $ gap_iTextureAnisotropy: - Anisotropy degree for texture filtering (>=1). 1 = default (isotropic filtering) >1 = anisotropic (2 is minimum) - $ 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 - $ gap_bForceTruform: - Use Truform (N-Patches) tesselation even on models that are not prepared for it. - $ gap_iTruformLevel: - Specifiy tesselation level (detail). (0 = no tesselation) - $ d3d_bUseHardwareTnL: - Specify whether to use HW T&L (if present) or not. Note: requires ApplyVideoMode() - $ d3d_iMaxBurstSize: - Minumum number of vertices that can to passed to Direct3D in one vertex array. (0 = unlimited) - $ d3d_iVertexBuffersSize: - Specify size of buffer that holds geometry for Direct3D. - $ d3d_bAlternateDepthReads: - Setting this will improve performance of lens-flares, but might cause artefacts on some occasions. - $ d3d_bOptimizeVertexBuffers: - Use alternate approach when submiting vertices to Direct3D. (0 is recommended for non-T&L boards) - $ 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) - $ ogl_iTBufferSamples: - Number of T-Buffers to use for effect (2, 4 or 8). - $ mdl_bCreateStrips: - Create triangle strips when loading models. - $ mdl_bShowStrips: - DEBUG: Show model triangle strips in color. - $ mdl_bFineQuality: - (should be left to 1 for now) - $ 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) - $ mdl_fLODMul: - Multiplier for models LOD factor (default=1). - $ mdl_fLODAdd: - Bias for models LOD factor (default=0). - $ mdl_iLODDisappear: - When LOD model will disappear: 0 = never 1 = ignore bias level 2 = with bias level - $ mdl_bRenderDetail: - Allow detail textures on models. - $ mdl_bRenderSpecular: - Allow specular reflection on models. - $ mdl_bRenderReflection: - Allow reflection mapping on models. - $ mdl_bAllowOverbright: - Allow 'shiny' lighting on models (recommended). - $ gap_iDepthBits: - Requested number of bits for z-buffer (24 or 32). Note: requires ApplyVideoMode() - $ gap_iStencilBits: - Requested number of bits for stencil buffer (0 or 8). Note: requires ApplyVideoMode() - $ gfx_fEnvParticlesDensity: - Specify density of grass and other environment particles. (1 = default) - $ gfx_fEnvParticlesRange: - Specify dissapearing radius of grass and other environment particles. (1 = default) - $ gfx_bRenderParticles: - Allow rendering of particle effects. - $ gfx_bRenderFog: - Allow rendering of fog and haze. - $ gfx_bRenderWorld: - Allow rendering of world. - $ gfx_bRenderModels: - Allow rendering of models. - $ gfx_bRenderPredicted: - Render entities that are predicted in network play. - $ gfx_bClearScreen: - DEBUG: Fill video buffer with black at the begining of each frame. - $ gap_iRefreshRate: - Set default screen refresh rate (in Hz; 0=don't set). - $ 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) - $ gfx_ctMonitors: - How many monitors are attached to the system. - $ gfx_bMultiMonDisabled: - Set if multimonitor is currently disabled. - $ ogl_bGrabDepthBuffer: - When capturing screenshots, store Z-buffer values in screenshot alpha channel. - $ gfx_bDecoratedText: - Allow decorated text output (bold, italic, color/alpha change and flashing). - $ 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() - $ gfx_iHueShift: - Shift global HUE color component (0-359). NOTE: requires /RefreshTestures() - $ gfx_fBrightness: - Adjust display brightness: <0 = darken 0 = standard >0 = brighten (doesn't work on NT4 platform) - $ gfx_fContrast: - Adjust display contrast: <1 = low contrast 1 = standard >1 = high contrast (doesn't work on NT4 platform) - $ gfx_fGamma: - Adjust display gamma factor: <1 = darken 1 = standard >1 = brighten (doesn't work on NT4 platform) - $ gfx_iLevels: - Adjust color levels (posterization). 256 = standard (doesn't work on NT4 platform) - $ gfx_tmProbeDecay: - How long texture can remain unreferenced before probing. (in seconds) (60 is recommended) - $ gfx_fProbeRatio: - Maximum allowed texture and shadowmap upload/binds in one frame. (relative to maximum allowed texture size; 0.5 is recommended) - $ gfx_bDisableWindowsKeys: - Disable windows keys when in full-screen. (recommended) - $ 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). - $ 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 - $ GAPInfo(): - Printout info abo...
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