resourceSystem->getSceneManager()->setApplyLightingToEnvMaps(Settings::Manager::getBool("apply lighting to environment maps","Shaders"));
resourceSystem->getSceneManager()->setConvertAlphaTestToAlphaToCoverage(Settings::Manager::getBool("convert alpha test to alpha-to-coverage","Shaders")&&Settings::Manager::getInt("antialiasing","Video")>1);
@ -148,13 +148,13 @@ By default, the fog becomes thicker proportionally to your distance from the cli
This setting makes the fog use the actual eye point distance (or so called Euclidean distance) to calculate the fog, which makes the fog look less artificial, especially if you have a wide FOV.
Note that the rendering will act as if you have 'force shaders' option enabled with this on, which means that shaders will be used to render all objects and the terrain.
convert alpha test to alpha-to-coverage
antialias alpha test
---------------------------------------
:Type:boolean
:Range:True/False
:Default:False
Convert the alpha test (cutout/punchthrough alpha) to alpha-to-coverage.
Convert the alpha test (cutout/punchthrough alpha) to alpha-to-coverage when :ref:`antialiasing` is on.
This allows MSAA to work with alpha-tested meshes, producing better-looking edges without pixelation.
When MSAA is off, this setting will have no visible effect, but might have a performance cost.