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D3DView.Settings.xml
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Extensible Markup Language
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2008-06-10
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7KB
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110 lines
<?xml version="1.0" encoding="utf-8" ?>
<!-- This file contains the global configuration settings for the D3DView rendering engine -->
<D3DVIEW_CONFIGURATION>
<!--
SHADER_MAX_VERSION specifies the maximum used shader version.
The value directly affects the performance of the rendering.
Also note that if a card supports higher quality settings (pixel shader version)
then it also supports lower quality settings.
Following values are valid:
"default" - the maximum quality as supported by hardware.
"ps_2_0" - Pixel shader 2.0 compatibility mode.
All surfaces are rendered using Pixel shaders 2.0.
Per pixel Phong shading and normal mapping is enabled.
Supported cards include ΓÇô Radeon 9500 and newer, GeForce FX family and newer.
"ps_1_4" - Pixel shader 1.4 compatibility mode.
All surfaces are rendered using Pixel shaders 1.4.
Per pixel Phong shading and normal mapping is enabled.
Supported cards include ΓÇô Radeon 8500 and newer cards.
"ps_1_1" - Pixel shader 1.1 compatibility mode.
All surfaces are rendered using Pixel shaders 1.1.
Per pixel Phong and normal mapping is enabled for diffuse component.
Specular component is computed per-vertex.
Supported cards include ΓÇô GeForce3 family.
"vs_3" - DirectX7 compatibility mode with textures.
No pixel shaders, no normal mapping. Everything is computed per-vertex.
Vertex shaders are still used (if not supported then emulation is used)
Supported cards include ΓÇô almost every graphics on the market with correct drivers.
"vs_2" - DirectX7 compatibility mode with colors.
No pixel shaders, no normal mapping. Everything is computed per-vertex.
Vertex shaders are still used (if not supported then emulation is used)
Supported cards include ΓÇô almost every graphics on the market with correct drivers.
"vs_1" - DirectX7 compatibility mode without colors.
No pixel shaders, no normal mapping. Everything is computed per-vertex.
Vertex shaders are still used (if not supported then emulation is used)
Supported cards include ΓÇô almost every graphics on the market with correct drivers.
-->
<SHADER_MAX_VERSION Value="default"/>
<!--
TEXTURE_SIZE_SCALE specifies the ratio which will be used to scale down all textures.
New texture size is determined by dividion with this number. For example if
value is 4 then 512x512 texture is scaled down to 128x128 (512/4 = 128).
Smaller textures produce less memory usage and higher performance of rendering.
Following values are valid:
"default" - textures are not scaled down.
"<num>" - i.e. "4". All textures will be scaled down with the ratio <num>.
Examples of <num> are 2, 4, 8, 16, 32.
Most graphics card allow only power-of-two textures so use just power of two dividers.
-->
<TEXTURE_SIZE_SCALE Value="default"/>
<!--
TEXTURE_SIZE_MAX specifies the maximum allowed texture size.
All textures with size greater than specified value (after texture ratio is applied)
will be scaled down to this size.
Smaller textures produce less memory usage and higher performance of rendering.
Following values are valid:
"default" - the original resolution is used for each texture.
"<num>" - i.e. "256". All textures with size greater than <num> are scaled down to <num>.
Examples of <num> are 4096, 2048, 1024, 512, 256, 128, 64.
Most graphics card allow only power-of-two textures.
-->
<TEXTURE_SIZE_MAX Value="default"/>
<!--
SHADOW_SIZE_SCALE specifies the ratio which will be used to scale down all shadowmaps.
New shadowmap size is determined by dividion with this number. For example if
value is 4 then 512x512 shadowmap is scaled down to 128x128 (512/4 = 128).
Smaller shadowmaps produce less memory usage and higher performance of rendering.
Following values are valid:
"default" - shadowmaps are not scaled down.
"<num>" - i.e. "4". All shadowmaps will be scaled down with the ratio <num>.
Examples of <num> are 2, 4, 8, 16, 32.
Most graphics card allow only power-of-two shadowmaps so use just power of two dividers.
-->
<SHADOW_SIZE_SCALE Value="default"/>
<!--
SHADOW_SIZE_MAX specifies the maximum allowed shadowmap size.
All shadowmaps with size greater than specified value (after shadowmap ratio is applied)
will be scaled down to this size.
Smaller shadowmaps produce less memory usage and higher performance of rendering.
Following values are valid:
"default" - the original resolution is used for each shadowmap.
"none" - shadows will be disabled.
"<num>" - i.e. "256". All shadowmaps with size greater than <num> are scaled down to <num>.
Examples of <num> are 4096, 2048, 1024, 512, 256, 128, 64.
Most graphics card allow only power-of-two shadowmaps.
-->
<SHADOW_SIZE_MAX Value="default"/>
<!--
SHADOW_FILTER_QUALITY specifies the best shadow filtering quality which is allowed.
The value directly affects the performance of the rendering - lower quality means higher
performance.
Following values are valid:
"default" - the shadow filtering is used as specified in each light.
"none" - no shadow filtering is performed. Best performance.
"pcf2x2" - Percentage closer filtering of 2x2 values around the pixel.
"pcf2x2f" - Percentage closer filtering of 2x2 values around the pixel with
additional bilinear filtering.
"pcf3x3" - Percentage closer filtering of 3x3 values around the pixel.
"pcf3x3f" - Percentage closer filtering of 3x3 values around the pixel with
additional bilinear filtering. Best quality.
-->
<SHADOW_FILTER_QUALITY Value="default"/>
</D3DVIEW_CONFIGURATION>