Merge branch 'master' into water

actorid
scrawl 13 years ago
commit 8bfc81f398

@ -23,7 +23,7 @@ namespace MWRender {
RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const boost::filesystem::path& resDir, OEngine::Physic::PhysicEngine* engine, MWWorld::Environment& environment)
:mRendering(_rend), mObjects(mRendering), mActors(mRendering, environment), mAmbientMode(0)
{
mRendering.createScene("PlayerCam", 55, 5);
mRendering.createScene("PlayerCam", Settings::Manager::getFloat("field of view", "General"), 5);
mTerrainManager = new TerrainManager(mRendering.getScene(),
environment);
@ -34,7 +34,17 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
configureFog(1, ColourValue(1,1,1));
// Set default mipmap level (NB some APIs ignore this)
TextureManager::getSingleton().setDefaultNumMipmaps(5);
TextureManager::getSingleton().setDefaultNumMipmaps(Settings::Manager::getInt("num mipmaps", "General"));
// Set default texture filtering options
TextureFilterOptions tfo;
std::string filter = Settings::Manager::getString("texture filtering", "General");
if (filter == "anisotropic") tfo = TFO_ANISOTROPIC;
else if (filter == "trilinear") tfo = TFO_TRILINEAR;
else /* if (filter == "bilinear") */ tfo = TFO_BILINEAR;
MaterialManager::getSingleton().setDefaultTextureFiltering(tfo);
MaterialManager::getSingleton().setDefaultAnisotropy(Settings::Manager::getInt("anisotropy", "General"));
// Load resources
ResourceGroupManager::getSingleton().initialiseAllResourceGroups();

@ -1,5 +1,20 @@
[HUD]
[General]
# Camera field of view
field of view = 55
# Texture filtering mode. valid values:
# anisotropic
# bilinear
# trilinear
texture filtering = anisotropic
# Has no effect when texture filtering is not anisotropic
anisotropy = 4
# Number of texture mipmaps to generate
num mipmaps = 5
[HUD]
# FPS counter
# 0: not visible
# 1: basic FPS display
@ -7,7 +22,6 @@
fps = 0
[Objects]
shaders = true
# Max. number of lights that affect objects. Setting to 1 will only reflect sunlight
@ -18,7 +32,6 @@ num lights = 8
use static geometry = true
[Viewing distance]
# Limit the rendering distance of small objects
limit small object distance = false
@ -38,7 +51,6 @@ fog start factor = 0.5
fog end factor = 1.0
[Terrain]
# Max. number of lights that affect the terrain. Setting to 1 will only reflect sunlight
num lights = 8

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