Files
RaindropViewer/Assets/Raindrop/Render/RenderSettings.cs
T

77 lines
2.9 KiB
C#

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