init configDB with renderer initial values, refs #3737
This was SVN commit r17737.
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@ -189,6 +189,12 @@ void CConfigDB::SetValueString(EConfigNamespace ns, const CStr& name, const CStr
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it->second[0] = value;
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it->second[0] = value;
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}
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}
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void CConfigDB::SetValueBool(EConfigNamespace ns, const CStr& name, const bool value)
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{
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CStr valueString = value ? "true" : "false";
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SetValueString(ns, name, valueString);
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}
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void CConfigDB::SetConfigFile(EConfigNamespace ns, const VfsPath& path)
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void CConfigDB::SetConfigFile(EConfigNamespace ns, const VfsPath& path)
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{
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{
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CHECK_NS(;);
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CHECK_NS(;);
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@ -96,6 +96,8 @@ public:
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* existed the value is replaced.
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* existed the value is replaced.
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*/
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*/
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void SetValueString(EConfigNamespace ns, const CStr& name, const CStr& value);
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void SetValueString(EConfigNamespace ns, const CStr& name, const CStr& value);
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void SetValueBool(EConfigNamespace ns, const CStr& name, const bool value);
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/**
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/**
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* Set the path to the config file used to populate the specified namespace
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* Set the path to the config file used to populate the specified namespace
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@ -605,24 +605,39 @@ static void InitRenderer()
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new CRenderer;
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new CRenderer;
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// set renderer options from command line options - NOVBO must be set before opening the renderer
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// set renderer options from command line options - NOVBO must be set before opening the renderer
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// and init them in the ConfigDB when needed
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g_Renderer.SetOptionBool(CRenderer::OPT_NOVBO, g_NoGLVBO);
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g_Renderer.SetOptionBool(CRenderer::OPT_NOVBO, g_NoGLVBO);
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g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS, g_Shadows);
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g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS, g_Shadows);
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g_ConfigDB.SetValueBool(CFG_SYSTEM, "shadows", g_Shadows);
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g_Renderer.SetOptionBool(CRenderer::OPT_WATERUGLY, g_WaterUgly);
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g_Renderer.SetOptionBool(CRenderer::OPT_WATERUGLY, g_WaterUgly);
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g_ConfigDB.SetValueBool(CFG_SYSTEM, "waterugly", g_WaterUgly);
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g_Renderer.SetOptionBool(CRenderer::OPT_WATERFANCYEFFECTS, g_WaterFancyEffects);
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g_Renderer.SetOptionBool(CRenderer::OPT_WATERFANCYEFFECTS, g_WaterFancyEffects);
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g_ConfigDB.SetValueBool(CFG_SYSTEM, "waterfancyeffects", g_WaterFancyEffects);
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g_Renderer.SetOptionBool(CRenderer::OPT_WATERREALDEPTH, g_WaterRealDepth);
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g_Renderer.SetOptionBool(CRenderer::OPT_WATERREALDEPTH, g_WaterRealDepth);
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g_ConfigDB.SetValueBool(CFG_SYSTEM, "waterrealdepth", g_WaterRealDepth);
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g_Renderer.SetOptionBool(CRenderer::OPT_WATERREFLECTION, g_WaterReflection);
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g_Renderer.SetOptionBool(CRenderer::OPT_WATERREFLECTION, g_WaterReflection);
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g_ConfigDB.SetValueBool(CFG_SYSTEM, "waterreflection", g_WaterReflection);
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g_Renderer.SetOptionBool(CRenderer::OPT_WATERREFRACTION, g_WaterRefraction);
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g_Renderer.SetOptionBool(CRenderer::OPT_WATERREFRACTION, g_WaterRefraction);
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g_ConfigDB.SetValueBool(CFG_SYSTEM, "waterrefraction", g_WaterRefraction);
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g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWSONWATER, g_WaterShadows);
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g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWSONWATER, g_WaterShadows);
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g_ConfigDB.SetValueBool(CFG_SYSTEM, "watershadows", g_WaterShadows);
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g_Renderer.SetRenderPath(CRenderer::GetRenderPathByName(g_RenderPath));
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g_Renderer.SetRenderPath(CRenderer::GetRenderPathByName(g_RenderPath));
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g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWPCF, g_ShadowPCF);
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g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWPCF, g_ShadowPCF);
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g_ConfigDB.SetValueBool(CFG_SYSTEM, "shadowpcf", g_ShadowPCF);
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g_Renderer.SetOptionBool(CRenderer::OPT_PARTICLES, g_Particles);
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g_Renderer.SetOptionBool(CRenderer::OPT_PARTICLES, g_Particles);
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g_ConfigDB.SetValueBool(CFG_SYSTEM, "particles", g_Particles);
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g_Renderer.SetOptionBool(CRenderer::OPT_SILHOUETTES, g_Silhouettes);
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g_Renderer.SetOptionBool(CRenderer::OPT_SILHOUETTES, g_Silhouettes);
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g_ConfigDB.SetValueBool(CFG_SYSTEM, "silhouettes", g_Silhouettes);
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g_Renderer.SetOptionBool(CRenderer::OPT_SHOWSKY, g_ShowSky);
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g_Renderer.SetOptionBool(CRenderer::OPT_SHOWSKY, g_ShowSky);
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g_ConfigDB.SetValueBool(CFG_SYSTEM, "showsky", g_ShowSky);
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g_Renderer.SetOptionBool(CRenderer::OPT_PREFERGLSL, g_PreferGLSL);
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g_Renderer.SetOptionBool(CRenderer::OPT_PREFERGLSL, g_PreferGLSL);
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g_ConfigDB.SetValueBool(CFG_SYSTEM, "preferglsl", g_PreferGLSL);
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g_Renderer.SetOptionBool(CRenderer::OPT_POSTPROC, g_PostProc);
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g_Renderer.SetOptionBool(CRenderer::OPT_POSTPROC, g_PostProc);
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g_ConfigDB.SetValueBool(CFG_SYSTEM, "postproc", g_PostProc);
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g_Renderer.SetOptionBool(CRenderer::OPT_SMOOTHLOS, g_SmoothLOS);
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g_Renderer.SetOptionBool(CRenderer::OPT_SMOOTHLOS, g_SmoothLOS);
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g_ConfigDB.SetValueBool(CFG_SYSTEM, "smoothlos", g_SmoothLOS);
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// create terrain related stuff
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// create terrain related stuff
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new CTerrainTextureManager;
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new CTerrainTextureManager;
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