//
// Radegast Metaverse Client
// Copyright (c) 2009-2011, Radegast Development Team
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of the application "Radegast", nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// $Id$
//
using System;
using OpenMetaverse;
using OpenMetaverse.Rendering;
namespace Radegast.Rendering
{
public static class RenderSettings
{
#region VBO support
public static bool UseVBO;
public static bool CoreVBOPresent;
public static bool ARBVBOPresent;
#endregion VBO support
#region Occlusion queries
/// Should we try to optimize by not drawing objects occluded behind other objects
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 = 2;
public static int TexturesToDownloadPerFrame = 2;
/// Should we try to make sure that large prims that are > our draw distance are in view when we are standing on them
public static bool HeavierDistanceChecking = true;
/// Minimum time between rebuilding terrain mesh and texture
public static float MinimumTimeBetweenTerrainUpdated = 15f;
/// Are textures that don't have dimensions that are powers of two supported
public static bool TextureNonPowerOfTwoSupported;
#region Water
public static bool WaterReflections = false;
#endregion Water
}
}