Changes between Initial Version and Version 1 of Exposed_Renderer_Functions


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Timestamp:
Feb 23, 2008, 4:19:01 AM (16 years ago)
Author:
trac
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  • Exposed_Renderer_Functions

    v1 v1  
     1'''Important:''' This page is almost certainly out of date when you look at it.
     2
     3= renderer object =
     4
     5There are a number of [wiki:Exposed_Misc_Functions global functions] loosely associated with rendering. The global object ''renderer'' contains additional attributes and functions, mostly for debugging. Access them via e.g. ''? renderer.fastPlayerColor''
     6
     7== depthTextureBits ==
     8 * '''Description:'''
     9  * Bit depth to be used for depth textures. Allowed values are 16, 24, 32 and 0, where 0 means to let the OpenGL implementation choose the bit depth.
     10 * '''Default value:'''
     11  * 16
     12
     13== disableCopyShadow ==
     14 * '''Description:'''
     15  * For debugging purpose. Disable the copy to texture after rendering shadows. This will stop shadows from working.
     16 * '''Default value:'''
     17  * ''false''
     18
     19== displayFrustum ==
     20 * '''Description:'''
     21  * When set to true, volumes and points that are of interest for debugging certain graphics algorithms (e.g. the cull camera's frustum) are rendered. This is mostly useful in combination with ''gameView.lockCullCamera''.
     22 * '''Default value:'''
     23  * ''false''
     24
     25== fancyWater ==
     26 * '''Description:'''
     27  * This boolean attribute decides whether fancy water rendering is enabled or not.
     28 * '''Default value:'''
     29  * ''false'' (depending on system.cfg)
     30
     31== fastPlayerColor ==
     32 * '''Description:'''
     33  * This boolean attribute decides which render path to use for player color rendering. ''true'' indicates the default path that textures the player color itself. ''false'' indicates the slower fallback path that uses multi-pass. It is used as a fallback on graphics cards with only two TMUs.
     34 * '''Default value:'''
     35  * ''true''
     36
     37== renderpath ==
     38 * '''Description:'''
     39  * The high-level renderpath that should be used. Possible values are the same as system.cfg renderpath: ''default'' (automatically changes to one of the other values based on hardware capabilities), ''vertexshader'', ''fixed''
     40 * '''Default value:'''
     41  * ''default''
     42
     43== shadowZBias ==
     44 * '''Description:'''
     45  * This floating point value will be added to all Z values that are written into a shadow depth texture. Larger values will avoid Z fighting, although values that are too large will prevent shadows from appearing.
     46 * '''Default value:'''
     47  * ''0.001''
     48
     49== sortAllTransparent ==
     50 * '''Description:'''
     51  * Decides whether all transparent models should be sorted completely on a polygon level. The default (''false'') is to sort the models back-to-front, but to leave the order of polygons intact for performance.
     52 * '''Default value:'''
     53  * ''false''
     54
     55== useDepthTexture ==
     56 * '''Description:'''
     57  * Decides whether a depth texture is used for shadow rendering (in this case, self-shadowing will be used as well) or a simple luminance map (which causes shadows to appear only on terrain, but it also works on older hardware). The default is to use depth textures when possible. Will automatically fallback to ''false'' (i.e. no depth texturing) if depth textures are not supported by the graphics card/driver.
     58 * '''Default value:'''
     59  * ''true'' (when allowed by hardware)