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