// // 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 } }