version 1.14 | | version 1.15 |
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int Max_debris_objects, Max_objects_onscreen_detailed; | | int Max_debris_objects, Max_objects_onscreen_detailed; |
int Max_linear_depth_objects; | | int Max_linear_depth_objects; |
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byte Object_complexity=2, Object_detail=2; | | sbyte Object_complexity=2, Object_detail=2; |
byte Wall_detail=2, Wall_render_depth=2, Debris_amount=2, SoundChannels = 2; | | sbyte Wall_detail=2, Wall_render_depth=2, Debris_amount=2, SoundChannels = 2; |
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byte Render_depths[NUM_DETAIL_LEVELS-1] = { 6, 9, 12, 15, 20}; | | sbyte Render_depths[NUM_DETAIL_LEVELS-1] = { 6, 9, 12, 15, 20}; |
byte Max_perspective_depths[NUM_DETAIL_LEVELS-1] = { 1, 2, 3, 5, 8}; | | sbyte Max_perspective_depths[NUM_DETAIL_LEVELS-1] = { 1, 2, 3, 5, 8}; |
byte Max_linear_depths[NUM_DETAIL_LEVELS-1] = { 3, 5, 7, 10, 17}; | | sbyte Max_linear_depths[NUM_DETAIL_LEVELS-1] = { 3, 5, 7, 10, 17}; |
byte Max_linear_depths_objects[NUM_DETAIL_LEVELS-1] = { 1, 2, 3, 5, 12}; | | sbyte Max_linear_depths_objects[NUM_DETAIL_LEVELS-1] = { 1, 2, 3, 5, 12}; |
byte Max_debris_objects_list[NUM_DETAIL_LEVELS-1] = { 2, 4, 7, 10, 15}; | | sbyte Max_debris_objects_list[NUM_DETAIL_LEVELS-1] = { 2, 4, 7, 10, 15}; |
byte Max_objects_onscreen_detailed_list[NUM_DETAIL_LEVELS-1] = { 2, 4, 7, 10, 15}; | | sbyte Max_objects_onscreen_detailed_list[NUM_DETAIL_LEVELS-1] = { 2, 4, 7, 10, 15}; |
byte Smts_list[NUM_DETAIL_LEVELS-1] = { 2, 4, 8, 16, 50}; // threshold for models to go to lower detail model, gets multiplied by obj->size | | sbyte Smts_list[NUM_DETAIL_LEVELS-1] = { 2, 4, 8, 16, 50}; // threshold for models to go to lower detail model, gets multiplied by obj->size |
byte Max_sound_channels[NUM_DETAIL_LEVELS-1] = { 2, 4, 8, 12, 16}; | | sbyte Max_sound_channels[NUM_DETAIL_LEVELS-1] = { 2, 4, 8, 12, 16}; |
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// ----------------------------------------------------------------------------- | | // ----------------------------------------------------------------------------- |
// Set detail level based stuff. | | // Set detail level based stuff. |