forked from teamnwah/openmw-tes3coop
Merge remote branch 'scrawl/gamesettings'
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commit
000cfad82d
2 changed files with 28 additions and 6 deletions
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@ -23,7 +23,7 @@ namespace MWRender {
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RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const boost::filesystem::path& resDir, OEngine::Physic::PhysicEngine* engine, MWWorld::Environment& environment)
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:mRendering(_rend), mObjects(mRendering), mActors(mRendering, environment), mAmbientMode(0)
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{
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mRendering.createScene("PlayerCam", 55, 5);
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mRendering.createScene("PlayerCam", Settings::Manager::getFloat("field of view", "General"), 5);
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mTerrainManager = new TerrainManager(mRendering.getScene(),
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environment);
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@ -32,7 +32,17 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
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configureFog(1, ColourValue(1,1,1));
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// Set default mipmap level (NB some APIs ignore this)
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TextureManager::getSingleton().setDefaultNumMipmaps(5);
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TextureManager::getSingleton().setDefaultNumMipmaps(Settings::Manager::getInt("num mipmaps", "General"));
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// Set default texture filtering options
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TextureFilterOptions tfo;
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std::string filter = Settings::Manager::getString("texture filtering", "General");
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if (filter == "anisotropic") tfo = TFO_ANISOTROPIC;
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else if (filter == "trilinear") tfo = TFO_TRILINEAR;
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else /* if (filter == "bilinear") */ tfo = TFO_BILINEAR;
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MaterialManager::getSingleton().setDefaultTextureFiltering(tfo);
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MaterialManager::getSingleton().setDefaultAnisotropy(Settings::Manager::getInt("anisotropy", "General"));
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// Load resources
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ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
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@ -1,5 +1,20 @@
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[HUD]
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[General]
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# Camera field of view
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field of view = 55
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# Texture filtering mode. valid values:
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# anisotropic
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# bilinear
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# trilinear
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texture filtering = anisotropic
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# Has no effect when texture filtering is not anisotropic
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anisotropy = 4
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# Number of texture mipmaps to generate
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num mipmaps = 5
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[HUD]
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# FPS counter
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# 0: not visible
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# 1: basic FPS display
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@ -7,7 +22,6 @@
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fps = 0
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[Objects]
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shaders = true
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# Max. number of lights that affect objects. Setting to 1 will only reflect sunlight
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@ -18,7 +32,6 @@ num lights = 8
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use static geometry = true
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[Viewing distance]
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# Limit the rendering distance of small objects
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limit small object distance = false
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@ -38,6 +51,5 @@ fog start factor = 0.5
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fog end factor = 1.0
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[Terrain]
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# Max. number of lights that affect the terrain. Setting to 1 will only reflect sunlight
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num lights = 8
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