#include <GameLOD.h>
Definition at line 95 of file GameLOD.h.
◆ StaticGameLODInfo()
| StaticGameLODInfo::StaticGameLODInfo |
( |
void | | ) |
|
◆ m_enableDynamicLOD
| Bool StaticGameLODInfo::m_enableDynamicLOD |
don't do dynamic lod based on current fps.
Definition at line 119 of file GameLOD.h.
◆ m_maxParticleCount
| Int StaticGameLODInfo::m_maxParticleCount |
maximum number of particles that can exist
Definition at line 104 of file GameLOD.h.
◆ m_maxTankTrackEdges
| Int StaticGameLODInfo::m_maxTankTrackEdges |
maximum length of tank track
Definition at line 110 of file GameLOD.h.
◆ m_maxTankTrackFadeDelay
| Int StaticGameLODInfo::m_maxTankTrackFadeDelay |
maximum amount of time a tank track segment remains visible.
Definition at line 112 of file GameLOD.h.
◆ m_maxTankTrackOpaqueEdges
| Int StaticGameLODInfo::m_maxTankTrackOpaqueEdges |
maximum length of tank track before it starts fading.
Definition at line 111 of file GameLOD.h.
◆ m_minFPS
| Int StaticGameLODInfo::m_minFPS |
minimum fps in order to recommend this LOD.
Definition at line 99 of file GameLOD.h.
◆ m_minProcessorFPS
| Int StaticGameLODInfo::m_minProcessorFPS |
minimum CPU time (in ms) to recommend this LOD.
Definition at line 100 of file GameLOD.h.
◆ m_sampleCount2D
| Int StaticGameLODInfo::m_sampleCount2D |
How many 2-D (UI) samples should we allow simultaneously (Note: Hardware may support less than the desired number)
Definition at line 101 of file GameLOD.h.
◆ m_sampleCount3D
| Int StaticGameLODInfo::m_sampleCount3D |
How many 3-D (World) samples should we allow simultaneously (Note: Hardware may support less than the desired number)
Definition at line 102 of file GameLOD.h.
◆ m_showSoftWaterEdge
| Bool StaticGameLODInfo::m_showSoftWaterEdge |
feather water edge if supported by hardware.
Definition at line 109 of file GameLOD.h.
◆ m_streamCount
| Int StaticGameLODInfo::m_streamCount |
How many streaming audio things should we allow simultaneously (Note: Hardware may support less than the desired number)
Definition at line 103 of file GameLOD.h.
◆ m_textureReduction
| Int StaticGameLODInfo::m_textureReduction |
reduce texture resolution by dividing in half n times.
Definition at line 117 of file GameLOD.h.
◆ m_useBuildupScaffolds
| Bool StaticGameLODInfo::m_useBuildupScaffolds |
draw scaffold during structure building.
Definition at line 113 of file GameLOD.h.
◆ m_useCloudMap
| Bool StaticGameLODInfo::m_useCloudMap |
use cloud shadows scrolling over terrain.
Definition at line 107 of file GameLOD.h.
◆ m_useEmissiveNightMaterials
| Bool StaticGameLODInfo::m_useEmissiveNightMaterials |
perform second lighting pass on night buildings.
Definition at line 115 of file GameLOD.h.
◆ m_useFpsLimit
| Bool StaticGameLODInfo::m_useFpsLimit |
don't lock fps to 30hz
Definition at line 118 of file GameLOD.h.
◆ m_useHeatEffects
| Bool StaticGameLODInfo::m_useHeatEffects |
draw heat distortion effects (i.e Microwave Tank).
Definition at line 116 of file GameLOD.h.
◆ m_useLightMap
| Bool StaticGameLODInfo::m_useLightMap |
use noise pattern over terrain to break up tiling.
Definition at line 108 of file GameLOD.h.
◆ m_useShadowDecals
| Bool StaticGameLODInfo::m_useShadowDecals |
use 2D Decal shadows.
Definition at line 106 of file GameLOD.h.
◆ m_useShadowVolumes
| Bool StaticGameLODInfo::m_useShadowVolumes |
use volumetric shadows if available.
Definition at line 105 of file GameLOD.h.
◆ m_useTrees
| Bool StaticGameLODInfo::m_useTrees |
don't include trees on map.
Definition at line 120 of file GameLOD.h.
◆ m_useTreeSway
| Bool StaticGameLODInfo::m_useTreeSway |
sway trees to simulate wind.
Definition at line 114 of file GameLOD.h.
The documentation for this struct was generated from the following files: