public Settings() { ShadowQualityRelation.Add(ShadowQualities.NoShadows, 0); ShadowQualityRelation.Add(ShadowQualities.Lowest, 1500); ShadowQualityRelation.Add(ShadowQualities.Low, 2500); ShadowQualityRelation.Add(ShadowQualities.Medium, 3500); ShadowQualityRelation.Add(ShadowQualities.High, 4500); ShadowQualityRelation.Add(ShadowQualities.Highest, 5500); RenderAlphaObjects = true; RenderSplatObjects = true; RenderXMeshes = true; RenderSkinnedMeshes = true; PriorityRelation.Add(Priority.Never, 0); PriorityRelation.Add(Priority.Low, 1); PriorityRelation.Add(Priority.Medium, 2); PriorityRelation.Add(Priority.High, 3); ShadowQualityPriorityRelation.Add(ShadowQualities.NoShadows, 0); ShadowQualityPriorityRelation.Add(ShadowQualities.Lowest, 1); ShadowQualityPriorityRelation.Add(ShadowQualities.Low, 1); ShadowQualityPriorityRelation.Add(ShadowQualities.Medium, 2); ShadowQualityPriorityRelation.Add(ShadowQualities.High, 3); ShadowQualityPriorityRelation.Add(ShadowQualities.Highest, 3); AnimationQualityPriorityRelation.Add(AnimationQualities.Low, 0); AnimationQualityPriorityRelation.Add(AnimationQualities.Medium, 1); AnimationQualityPriorityRelation.Add(AnimationQualities.High, 2); TerrainQualityPriorityRelation.Add(TerrainQualities.Low, 0); TerrainQualityPriorityRelation.Add(TerrainQualities.Medium, 1); TerrainQualityPriorityRelation.Add(TerrainQualities.High, 2); LightingQualityPriorityRelation.Add(LightingQualities.Low, 0); LightingQualityPriorityRelation.Add(LightingQualities.Medium, 1); LightingQualityPriorityRelation.Add(LightingQualities.High, 2); if (GraphicsDevice.SettingsUtilities.VideoMemory < 270) ShadowQuality = ShadowQualities.NoShadows; FillMode = SlimDX.Direct3D9.FillMode.Solid; FogDistance = 35.1f; FogExponent = 10.5f; FogColor = new Vector4(0.08f, 0.86f, 0.76f, 1.0f); DiffuseColor = new Vector3(1.34f, 1.26f, 0.8f); AmbientColor = new Vector3(0.4f, 0.76f, 0.78f); SpecularColor = new Vector3(1.35f, 1.15f, 0.9f); LightDirection = new Vector3(-0.6f, 0.7f, 0.7f); RenderAlphaObjects = true; ShadowBias = 1.0f / 500.0f; WaterLevel = 0.2f; WaterEnable = true; //RenderWithPostEffect = false; AdditiveLightColor = Vector3.Zero; TextureSize = 3f; ColorChannelPercentageIncrease = new Vector3(0, 0.26f, 0.18f); CullSceneInterval = 0.1f; TextureFilter = new TextureFilters { AnisotropicLevel = 1, TextureFilterMin = SlimDX.Direct3D9.TextureFilter.Linear, TextureFilterMag = SlimDX.Direct3D9.TextureFilter.Linear, TextureFilterMip = SlimDX.Direct3D9.TextureFilter.Point }; }
public Settings() { ShadowQualityRelation.Add(ShadowQualities.NoShadows, 0); ShadowQualityRelation.Add(ShadowQualities.Lowest, 1500); ShadowQualityRelation.Add(ShadowQualities.Low, 2500); ShadowQualityRelation.Add(ShadowQualities.Medium, 3500); ShadowQualityRelation.Add(ShadowQualities.High, 4500); ShadowQualityRelation.Add(ShadowQualities.Highest, 5500); RenderAlphaObjects = true; RenderSplatObjects = true; RenderXMeshes = true; RenderSkinnedMeshes = true; PriorityRelation.Add(Priority.Never, 0); PriorityRelation.Add(Priority.Low, 1); PriorityRelation.Add(Priority.Medium, 2); PriorityRelation.Add(Priority.High, 3); ShadowQualityPriorityRelation.Add(ShadowQualities.NoShadows, 0); ShadowQualityPriorityRelation.Add(ShadowQualities.Lowest, 1); ShadowQualityPriorityRelation.Add(ShadowQualities.Low, 1); ShadowQualityPriorityRelation.Add(ShadowQualities.Medium, 2); ShadowQualityPriorityRelation.Add(ShadowQualities.High, 3); ShadowQualityPriorityRelation.Add(ShadowQualities.Highest, 3); AnimationQualityPriorityRelation.Add(AnimationQualities.Low, 0); AnimationQualityPriorityRelation.Add(AnimationQualities.Medium, 1); AnimationQualityPriorityRelation.Add(AnimationQualities.High, 2); TerrainQualityPriorityRelation.Add(TerrainQualities.Low, 0); TerrainQualityPriorityRelation.Add(TerrainQualities.Medium, 1); TerrainQualityPriorityRelation.Add(TerrainQualities.High, 2); LightingQualityPriorityRelation.Add(LightingQualities.Low, 0); LightingQualityPriorityRelation.Add(LightingQualities.Medium, 1); LightingQualityPriorityRelation.Add(LightingQualities.High, 2); if (GraphicsDevice.SettingsUtilities.VideoMemory < 270) { ShadowQuality = ShadowQualities.NoShadows; } FillMode = SlimDX.Direct3D9.FillMode.Solid; FogDistance = 35.1f; FogExponent = 10.5f; FogColor = new Vector4(0.08f, 0.86f, 0.76f, 1.0f); DiffuseColor = new Vector3(1.34f, 1.26f, 0.8f); AmbientColor = new Vector3(0.4f, 0.76f, 0.78f); SpecularColor = new Vector3(1.35f, 1.15f, 0.9f); LightDirection = new Vector3(-0.6f, 0.7f, 0.7f); RenderAlphaObjects = true; ShadowBias = 1.0f / 500.0f; WaterLevel = 0.2f; WaterEnable = true; //RenderWithPostEffect = false; AdditiveLightColor = Vector3.Zero; TextureSize = 3f; ColorChannelPercentageIncrease = new Vector3(0, 0.26f, 0.18f); CullSceneInterval = 0.1f; TextureFilter = new TextureFilters { AnisotropicLevel = 1, TextureFilterMin = SlimDX.Direct3D9.TextureFilter.Linear, TextureFilterMag = SlimDX.Direct3D9.TextureFilter.Linear, TextureFilterMip = SlimDX.Direct3D9.TextureFilter.Point }; }