Stores graphics settings (effect details, etc.). Changes here don't require the engine to be reset.
More...
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string | ForceShaderModel [get, set] |
| Forces the usage of a certain shader model version without checking the hardware capabilities - requires restart to become effective More...
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bool | Anisotropic [get, set] |
| Use anisotropic texture filtering More...
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bool | NormalMapping [get, set] |
| Apply normal mapping effects to models when available More...
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bool | PostScreenEffects [get, set] |
| Apply post-screen effects to the scene More...
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bool | Shadows [get, set] |
| Cast shadows More...
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bool | DoubleSampling [get, set] |
| Sample textures twice with different texture coordinates for better image quality More...
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int | TerrainBlockSize [get, set] |
| The size of a terrain rendering block More...
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WaterEffectsType | WaterEffects [get, set] |
| What kind of effects to display on water (e.g. reflections) More...
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Quality | ParticleSystemQuality [get, set] |
| The quality of CPU-based particle systems More...
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bool | Fading [get, set] |
| Fade in game scenes from black More...
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Action | Changed |
| Occurs when a setting in this group is changed. More...
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Stores graphics settings (effect details, etc.). Changes here don't require the engine to be reset.
- See also
- Settings.Graphics
◆ Anisotropic
bool FrameOfReference.World.Config.GraphicsSettings.Anisotropic |
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getset |
Use anisotropic texture filtering
◆ DoubleSampling
bool FrameOfReference.World.Config.GraphicsSettings.DoubleSampling |
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getset |
Sample textures twice with different texture coordinates for better image quality
◆ Fading
bool FrameOfReference.World.Config.GraphicsSettings.Fading |
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getset |
Fade in game scenes from black
◆ ForceShaderModel
string FrameOfReference.World.Config.GraphicsSettings.ForceShaderModel |
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getset |
Forces the usage of a certain shader model version without checking the hardware capabilities - requires restart to become effective
◆ NormalMapping
bool FrameOfReference.World.Config.GraphicsSettings.NormalMapping |
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getset |
Apply normal mapping effects to models when available
◆ ParticleSystemQuality
Quality FrameOfReference.World.Config.GraphicsSettings.ParticleSystemQuality |
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getset |
The quality of CPU-based particle systems
◆ PostScreenEffects
bool FrameOfReference.World.Config.GraphicsSettings.PostScreenEffects |
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getset |
Apply post-screen effects to the scene
◆ Shadows
bool FrameOfReference.World.Config.GraphicsSettings.Shadows |
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getset |
◆ TerrainBlockSize
int FrameOfReference.World.Config.GraphicsSettings.TerrainBlockSize |
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getset |
The size of a terrain rendering block
◆ WaterEffects
What kind of effects to display on water (e.g. reflections)
◆ Changed
Action FrameOfReference.World.Config.GraphicsSettings.Changed |
Occurs when a setting in this group is changed.
The documentation for this class was generated from the following file: