/* Copyright (C) 2009 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "ps/CStr.h" //----------------------------------------------------------------------------- // prevent various OpenGL features from being used. this allows working // around issues like buggy drivers. // when loading S3TC-compressed texture files, do not pass them directly to // OpenGL; instead, decompress them via software to regular textures. // (necessary on JW's S3 laptop graphics card -- oh, the irony) extern bool g_NoGLS3TC; // do not ask OpenGL to create mipmaps; instead, generate them in software // and upload them all manually. (potentially helpful for PT's system, where // Mesa falsely reports full S3TC support but isn't able to generate mipmaps // for them) extern bool g_NoGLAutoMipmap; // don't use VBOs. (RC: that was necessary on laptop Radeon cards) extern bool g_NoGLVBO; // disable FBO extension in case the driver is flaky extern bool g_NoGLFramebufferObject; //----------------------------------------------------------------------------- // flag to switch on shadows extern bool g_Shadows; // flag to switch on reflective/refractive water extern bool g_FancyWater; // flag to switch on fixed frame timing (RC: I'm using this for profiling purposes) extern bool g_FixedFrameTiming; extern float g_LodBias; extern float g_Gamma; extern bool g_EntGraph; // name of configured render path (depending on OpenGL extensions, this may not be // the render path that is actually in use right now) extern CStr g_RenderPath; extern int g_xres, g_yres; extern int g_bpp; extern int g_freq; extern bool g_VSync; extern bool g_Quickstart; // If non-empty, specified map will be automatically loaded extern CStr g_AutostartMap; extern CStrW g_CursorName; class CmdLineArgs; extern void CONFIG_Init(const CmdLineArgs& args); extern bool g_ShowPathfindingOverlay; extern bool g_TriPathfind;