#include <GameLOD.h>
Definition at line 157 of file GameLOD.h.
◆ GameLODManager()
| GameLODManager::GameLODManager |
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void | | ) |
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◆ ~GameLODManager()
| GameLODManager::~GameLODManager |
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◆ applyDynamicLODLevel()
◆ applyStaticLODLevel()
◆ didMemPass()
| Bool GameLODManager::didMemPass |
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void | | ) |
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◆ findDynamicLODLevel()
given an average fps, return the optimal dynamic LOD.
Given an average fps, return the optimal dynamic LOD level that matches this fps.
Definition at line 650 of file GameLOD.cpp.
◆ findStaticLODLevel()
calculate the optimal static LOD level for this system.
Function which calculates the recommended LOD level for current hardware configuration.
Definition at line 445 of file GameLOD.cpp.
◆ getCurrentTextureReduction()
| Int GameLODManager::getCurrentTextureReduction |
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void | | ) |
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inline |
◆ getDynamicGameLODIndex()
Convert LOD name to an index
Definition at line 632 of file GameLOD.cpp.
◆ getDynamicGameLODLevelName()
◆ getDynamicLODLevel()
◆ getLevelTextureReduction()
return texture reduction specified in INI for this game detail.
Definition at line 699 of file GameLOD.cpp.
◆ getMinDynamicParticlePriority()
priority at which particles will still render at current FPS.
Definition at line 242 of file GameLOD.h.
◆ getMinDynamicParticleSkipPriority()
priority at which particles will never be skipped at any FPS.
Definition at line 247 of file GameLOD.h.
◆ getRecommendedTextureReduction()
| Int GameLODManager::getRecommendedTextureReduction |
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void | | ) |
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return the optimal texture reduction for the system.
Definition at line 688 of file GameLOD.cpp.
◆ getSlowDeathScale()
| Real GameLODManager::getSlowDeathScale |
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void | | ) |
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inline |
◆ getStaticGameLODIndex()
Convert LOD name to an index
Definition at line 389 of file GameLOD.cpp.
◆ getStaticGameLODLevelName()
◆ getStaticLODLevel()
◆ init()
| void GameLODManager::init |
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void | | ) |
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initialize tables of preset LOD's.
- Todo
- : Need to scale these based on our apps usage of int/float/mem ops.
Definition at line 268 of file GameLOD.cpp.
◆ isDebrisSkipped()
| Bool GameLODManager::isDebrisSkipped |
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void | | ) |
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inline |
◆ isParticleSkipped()
| Bool GameLODManager::isParticleSkipped |
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void | | ) |
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inline |
◆ isReallyLowMHz()
| Bool GameLODManager::isReallyLowMHz |
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| ) |
const |
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inline |
◆ newBenchProfile()
◆ newLODPreset()
◆ refreshCustomStaticLODLevel()
| void GameLODManager::refreshCustomStaticLODLevel |
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void | | ) |
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protected |
grabs current globaldata values and makes them the custom detail setting.
Definition at line 365 of file GameLOD.cpp.
◆ setCurrentTextureReduction()
| void GameLODManager::setCurrentTextureReduction |
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Int | val | ) |
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inline |
◆ setDynamicLODLevel()
set the current dynamic LOD level.
Set all game systems to match the desired LOD level.
Definition at line 663 of file GameLOD.cpp.
◆ setReallyLowMHz()
| void GameLODManager::setReallyLowMHz |
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Int | mhz | ) |
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inline |
◆ setStaticLODLevel()
set the current static LOD level.
Set all game systems to match the desired LOD level.
Definition at line 493 of file GameLOD.cpp.
◆ m_benchProfiles
◆ m_compositeBenchIndex
| Real GameLODManager::m_compositeBenchIndex |
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protected |
◆ m_cpuFreq
| Int GameLODManager::m_cpuFreq |
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protected |
◆ m_cpuPassed
| Bool GameLODManager::m_cpuPassed |
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protected |
◆ m_cpuType
◆ m_currentDynamicLOD
current value of dynamic LOD.
Definition at line 201 of file GameLOD.h.
◆ m_currentStaticLOD
current value of static LOD.
Definition at line 200 of file GameLOD.h.
◆ m_currentTextureReduction
| Int GameLODManager::m_currentTextureReduction |
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protected |
◆ m_dynamicDebrisSkipMask
| Int GameLODManager::m_dynamicDebrisSkipMask |
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protected |
mask used to enable rendering of every Nth debris.
Definition at line 205 of file GameLOD.h.
◆ m_dynamicGameLODInfo
◆ m_dynamicParticleSkipMask
| Int GameLODManager::m_dynamicParticleSkipMask |
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protected |
mask used to enable rendering of every Nth particle.
Definition at line 203 of file GameLOD.h.
◆ m_floatBenchIndex
| Real GameLODManager::m_floatBenchIndex |
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protected |
◆ m_idealDetailLevel
◆ m_intBenchIndex
| Real GameLODManager::m_intBenchIndex |
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protected |
◆ m_lodPresets
◆ m_memBenchIndex
| Real GameLODManager::m_memBenchIndex |
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protected |
◆ m_memPassed
| Bool GameLODManager::m_memPassed |
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protected |
◆ m_minDynamicParticlePriority
only priorities above/including this value are allowed to render.
Definition at line 207 of file GameLOD.h.
◆ m_minDynamicParticleSkipPriority
priorities above/including this value never skip particles.
Definition at line 208 of file GameLOD.h.
◆ m_numBenchProfiles
| Int GameLODManager::m_numBenchProfiles |
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protected |
◆ m_numDebrisGenerations
| Int GameLODManager::m_numDebrisGenerations |
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protected |
number of debris that have been generated since dynamic LOD reduction started.
Definition at line 204 of file GameLOD.h.
◆ m_numLevelPresets
◆ m_numParticleGenerations
| Int GameLODManager::m_numParticleGenerations |
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protected |
number of particles that have been generated since dynamic LOD reduction started.
Definition at line 202 of file GameLOD.h.
◆ m_numRAM
| Int GameLODManager::m_numRAM |
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protected |
◆ m_reallyLowMHz
| Int GameLODManager::m_reallyLowMHz |
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protected |
◆ m_slowDeathScale
| Real GameLODManager::m_slowDeathScale |
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protected |
values < 1.0f are used to accelerate deaths
Definition at line 206 of file GameLOD.h.
◆ m_staticGameLODFieldParseTable
| const FieldParse GameLODManager::m_staticGameLODFieldParseTable[] |
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staticprotected |
◆ m_staticGameLODInfo
◆ m_videoChipType
◆ m_videoPassed
| Bool GameLODManager::m_videoPassed |
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protected |
The documentation for this class was generated from the following files: