2 // Radegast Metaverse Client
3 // Copyright (c) 2009-2011, Radegast Development Team
4 // All rights reserved.
6 // Redistribution and use in source and binary forms, with or without
7 // modification, are permitted provided that the following conditions are met:
9 // * Redistributions of source code must retain the above copyright notice,
10 // this list of conditions and the following disclaimer.
11 // * Redistributions in binary form must reproduce the above copyright
12 // notice, this list of conditions and the following disclaimer in the
13 // documentation and/or other materials provided with the distribution.
14 // * Neither the name of the application "Radegast", nor the names of its
15 // contributors may be used to endorse or promote products derived from
16 // this software without specific prior written permission.
18 // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
19 // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
20 // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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34 using OpenMetaverse.Rendering;
36 namespace Radegast.Rendering
38 public static class RenderSettings
41 public static bool UseVBO;
42 public static bool CoreVBOPresent;
43 public static bool ARBVBOPresent;
44 #endregion VBO support
46 #region Occlusion queries
47 /// <summary>Should we try to optimize by not drawing objects occluded behind other objects</summary>
48 public static bool OcclusionCullingEnabled;
49 public static bool CoreQuerySupported;
50 public static bool ARBQuerySupported;
51 #endregion Occlusion queries
53 public static bool HasMultiTexturing;
54 public static bool UseFBO;
55 public static bool HasMipmap;
56 public static bool HasShaders;
57 public static DetailLevel PrimRenderDetail = DetailLevel.High;
58 public static DetailLevel SculptRenderDetail = DetailLevel.High;
59 public static DetailLevel MeshRenderDetail = DetailLevel.Highest;
60 public static bool AllowQuickAndDirtyMeshing = true;
61 public static int MeshesPerFrame = 2;
62 public static int TexturesToDownloadPerFrame = 2;
63 /// <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>
64 public static bool HeavierDistanceChecking = true;
65 /// <summary>Minimum time between rebuilding terrain mesh and texture</summary>
66 public static float MinimumTimeBetweenTerrainUpdated = 15f;
67 /// <summary>Are textures that don't have dimensions that are powers of two supported</summary>
68 public static bool TextureNonPowerOfTwoSupported;
71 public static bool AdvancedWater = false;