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@@ -48,6 +48,14 @@ bool dx_cull_traversal = config_dxgsg.GetBool("dx-cull-traversal", true);
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// if true, if card only supports per-vertex fog, it will be treated as no-HW fog capability
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// if true, if card only supports per-vertex fog, it will be treated as no-HW fog capability
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bool dx_no_vertex_fog = config_dxgsg.GetBool("dx-no-vertex-fog", false);
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bool dx_no_vertex_fog = config_dxgsg.GetBool("dx-no-vertex-fog", false);
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+// Configure this true to cause all lighting normals to automatically
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+// be normalized by the CPU before rendering. This is
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+// necessary if you intend to render things under scale transforms and
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+// expect lighting to work correctly. Maybe one day there will be
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+// another way to set this at runtime, instead of only as a configure
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+// variable
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+bool dx_auto_normalize_lighting = config_dxgsg.GetBool("auto-normalize-lighting", false);
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+
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// is this implemented yet?
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// is this implemented yet?
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bool dx_force_16bpp_screenbuffers = config_dxgsg.GetBool("dx-force-16bpp-screenbuffers", false);
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bool dx_force_16bpp_screenbuffers = config_dxgsg.GetBool("dx-force-16bpp-screenbuffers", false);
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