Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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StaticGameLODInfo Struct Reference

#include <GameLOD.h>

Public Member Functions

 StaticGameLODInfo ()
 

Public Attributes

Int m_minFPS
 minimum fps in order to recommend this LOD.
 
Int m_minProcessorFPS
 minimum CPU time (in ms) to recommend this LOD.
 
Int m_sampleCount2D
 How many 2-D (UI) samples should we allow simultaneously (Note: Hardware may support less than the desired number)
 
Int m_sampleCount3D
 How many 3-D (World) samples should we allow simultaneously (Note: Hardware may support less than the desired number)
 
Int m_streamCount
 How many streaming audio things should we allow simultaneously (Note: Hardware may support less than the desired number)
 
Int m_maxParticleCount
 maximum number of particles that can exist
 
Bool m_useShadowVolumes
 use volumetric shadows if available.
 
Bool m_useShadowDecals
 use 2D Decal shadows.
 
Bool m_useCloudMap
 use cloud shadows scrolling over terrain.
 
Bool m_useLightMap
 use noise pattern over terrain to break up tiling.
 
Bool m_showSoftWaterEdge
 feather water edge if supported by hardware.
 
Int m_maxTankTrackEdges
 maximum length of tank track
 
Int m_maxTankTrackOpaqueEdges
 maximum length of tank track before it starts fading.
 
Int m_maxTankTrackFadeDelay
 maximum amount of time a tank track segment remains visible.
 
Bool m_useBuildupScaffolds
 draw scaffold during structure building.
 
Bool m_useTreeSway
 sway trees to simulate wind.
 
Bool m_useEmissiveNightMaterials
 perform second lighting pass on night buildings.
 
Bool m_useHeatEffects
 draw heat distortion effects (i.e Microwave Tank).
 
Int m_textureReduction
 reduce texture resolution by dividing in half n times.
 
Bool m_useFpsLimit
 don't lock fps to 30hz
 
Bool m_enableDynamicLOD
 don't do dynamic lod based on current fps.
 
Bool m_useTrees
 don't include trees on map.
 

Detailed Description

Definition at line 95 of file GameLOD.h.

Constructor & Destructor Documentation

◆ StaticGameLODInfo()

StaticGameLODInfo::StaticGameLODInfo ( void )

Definition at line 88 of file GameLOD.cpp.

Member Data Documentation

◆ 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: