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Boot Disc 21
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boot-disc-1998-05.iso
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Longbow 2
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DATA.Z
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PERM2.CFG
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Text File
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1998-02-19
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6KB
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152 lines
# Permedia 2 Chipset
#=============================================================
# VARIABLE: DisallowInd8Textures
#
# PURPOSE:
# Force a card that is capable of using 8-bit textures
# to internally use only 16-bit textures. All 8-bit
# textures will be converted to 16-bit textures, a slow
# process. However, certain aspects of the game may run
# faster if the D3D graphics engine is running in 16-bit
# mode.
#
# VALID VALUES (numeric):
# 0: (default)
# Use 8-bit textures on card if supported.
# 1:
# Even if the card supports the preferred 8-bit
# native textures, force engine to use only 16-
# bit textures.
#=============================================================
DisallowInd8Textures=0
#=============================================================
# VARIABLE: TextureSkewOption
#
# PURPOSE:
# Different cards handle texture mapping and pixel
# coordinates differently. LB2 can try to detect the
# mapping used by a given card. This option controls
# how the texture skew correction is handled.
#
# VALID VALUES:
# DETECT: (default)
# Try to detect the texture/pixel coordinate
# system used by the card. If detection fails,
# the game will use TextureSkewOption 3.
#
# 0, 1, 2 or 3:
# Each one of these four options corresponds to
# a different combination of texture and pixel
# coordinate handling.
#
# NOTE:
# If you selected DETECT for this option and you see
# text in the cockpit views that looks twisted or skewed, try
# specifying options 0 through 3, one at a time.
# For 3Dfx and similar OpenGL-like cards, try options
# 0 or 1. Riva 128s use option 3. Don't bother messing
# with this option if your cockpit text looks fine on the
# screen.
#=============================================================
TextureSkewOption=0
#=============================================================
# VARIABLE: FlushPipelineWithNewScene
#
# PURPOSE:
# Some cards do not support the D3DRENDERSTATE_FLUSHBATCH
# command. That command is the recommended way to
# empty the rendering pipeline. If the command is not
# supported, an EndScene()/NewScene() command may be used.
# Currently, Rendition Verite drivers do not support the
# D3DRENDERSTATE_FLUSHBATCH command; thus, the new scene
# method must be used as a less efficient substitute.
#
# VALID VALUES:
# 0: (default)
# Use the D3DRENDERSTATE_FLUSHBATCH command to
# flush the rendering pipeline.
# 1:
# Use an EndScene()/BeginScene() pair to flush
# the rendering pipeline.
#
# NOTES:
# Set value to 1 for Rendition Verite cards and
# STB Velocity 128 cards.
#=============================================================
FlushPipelineWithNewScene=0
#=============================================================
# VARIABLE: DisableBltToScreen
#
# PURPOSE:
# Disable a method to quickly move flat bitmaps to the
# screen. For cards that do not support 8-bit textures
# natively, setting this variable will severely degrade
# the refresh rate of the options menu and other
# dialog-based portions of the game. Some cards are choking
# on this method when drawing the F2 - F4 cockpit views.
# If you see a scrambled screen in these scenarios,
# set this flag to 1.
#
# VALID VALUES:
# 0: (default)
# Use the fast blt to screen when appropriate.
#
# 1:
# Disable the fast blt to screen.
#
# NOTE:
# Set value to 1 for Rendition Verite cards.
#=============================================================
DisableBltToScreen=0
#=============================================================
# VARIABLE: DisableAgpSupport
#
# PURPOSE:
# Disable ability to use AGP bus for transferring
# textures between system and texture memory.
#
# VALID VALUES:
# 0: (default)
# Use the AGP support if present.
#
# 1:
# Never use AGP support.
#
# NOTE:
# It appears some cards mis-report their ability to use
# AGP memory. If the game doesn't work on a
# given card, set this flag to 1 to ensure the Direct3D
# engine will not try to use AGP memory that might
# not really exist.
#=============================================================
DisableAgpSupport=0
#=============================================================
# VARIABLE: ForceTexturedIteratedAlpha
#
# PURPOSE:
# Some cards incorrectly indicate they support iterated
# (gouraud-shaded) alpha. Specifying this flag
# forces iterated alpha effects to be emulated using
# texture memory, regardless of whether the D3D driver
# specifies hardware support for iterated alpha.
#
# VALID VALUES:
# 0: (default)
# Use hardware iterated alpha if present.
#
# 1:
# Use texture memory to emulate iterated alpha
# if per-pixel alpha is supported.
#
# NOTE:
# Set this value to 1 for cards containing Riva 128.
#=============================================================
ForceTexturedIteratedAlpha=0