mirror of
https://github.com/RaindropViewer/RaindropViewer.git
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77 lines
2.9 KiB
C#
77 lines
2.9 KiB
C#
/**
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* Radegast Metaverse Client
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* Copyright(c) 2009-2014, Radegast Development Team
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* Copyright(c) 2016-2020, Sjofn, LLC
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* All rights reserved.
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*
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* Radegast is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published
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* by the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program 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 Lesser General Public License
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* along with this program.If not, see<https://www.gnu.org/licenses/>.
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*/
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using OpenMetaverse.Rendering;
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namespace Raindrop.Rendering
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{
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public static class RenderSettings
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{
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#region Occlusion queries
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/// <summary>Should we try to optimize by not drawing objects occluded behind other objects</summary>
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public static bool OcclusionCullingEnabled;
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//public static bool CoreQuerySupported;
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//public static bool ARBQuerySupported;
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#endregion Occlusion queries
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public static bool HasMultiTexturing;
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public static bool UseFBO;
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public static bool HasMipmap;
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public static bool HasShaders;
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public static DetailLevel PrimRenderDetail = DetailLevel.High;
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public static DetailLevel SculptRenderDetail = DetailLevel.High;
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public static DetailLevel MeshRenderDetail = DetailLevel.Highest;
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public static bool AllowQuickAndDirtyMeshing = true;
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public static int MeshesPerFrame = 16;
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public static int TexturesToDownloadPerFrame = 2;
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/// <summary>Should we try to make sure that large prims that are > our draw distance are in view when we are standing on them</summary>
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public static bool HeavierDistanceChecking = true;
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/// <summary>Minimum time between rebuilding terrain mesh and texture</summary>
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public static float MinimumTimeBetweenTerrainUpdated = 1000f;
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/// <summary>Are textures that don't have dimensions that are powers of two supported</summary>
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public static bool TextureNonPowerOfTwoSupported;
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/// <summary>
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/// Render avatars
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/// </summary>
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public static bool AvatarRenderingEnabled = true;
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/// <summary>
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/// Render prims
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/// </summary>
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public static bool PrimitiveRenderingEnabled = true;
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/// <summary>
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/// Show avatar skeloton
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/// </summary>
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public static bool RenderAvatarSkeleton = false;
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/// <summary>
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/// Enable shader for shiny
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/// </summary>
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public static bool EnableShiny = false;
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#region Water
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public static bool WaterReflections = false;
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#endregion Water
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}
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}
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