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ShellSymbols.txt
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MonitorsOn():
-
Enable multi-monitor support in Windows 98.
You may use this to re-enable the second monitor once the display mode
has been set and OpenGL has stabilized.
-
$
MonitorsOff():
-
Disable multi-monitor support in Windows98.
-
$
ogl_bUseCompiledVertexArrays:
-
=XYZ (each of 0 or 1)
Enable/disable usage of Compiled Vertex Arrays for rendering of
particles (X), world (Y) and/or models (Z). Enabling this can speedup
rendering process, but may cause artefacts, crashes or heavy slowdowns
on some boards.
-
$
ogl_iMaxBurstSize:
-
Minumum number of vertices that can to passed to OpenGL in one vertex array.
(0 = unlimited)
-
$
gap_iUseTextureUnits:
-
Specify how much texture units to use for multi-texturing.
(number of maximum units is limited by the hardware)
1 = no multi-texturing
2 = dual-texturing
3 = triple-texturing
4 = quad-texturing
-
$
ogl_iTextureCompressionType:
-
Specify texture compression type to use:
0 = no compression allowed
1 = default compression (thru ARB extension)
2 = S3TC
3 = FTX1
4 = S3TC (old)
If specified texture compression type is not supported,
it'll automatically revert to first supported type.
(order: 2 <-> 3 -> 1 -> 4 ->0)
NOTE: It is recommended to set tex_iCompressionFormat=00,
before changing compression type.
-
$
gap_bOptimizeStateChanges:
-
Ignore redundant state changes.
-
$
gap_iOptimizeClipping:
-
Signal to GfxAPI whether clipping is needed or not for specific model.
0 = allways needed (safe)
1 = maybe not needed for mirror-plane (optimal for T&L boards)
2 = maybe not needed for frustum (optimal for non-T&L boards)
-
$
gap_iDithering:
-
Select dithering method for 16-bit display modes.
0 = don't dither at all (not recommended)
1 = don't dither when blending (when dithering patterns are too visible)
2 = always dither (the best choice for most cases)
-
$
gap_iFinish:
-
0 = do not force API to finish rendering (performance)
1 = finish all rendering before begining of next frame (optimal)
2 = force finish of rendering before swapping of buffers (safe)
3 = force finish of rendering before matrix change
and after swapping of buffers (paranoid)
-
$
gap_iSwapInterval:
-
Number of vertical retraces to wait before swapping of buffers (0-9).
-
$
ogl_bExclusive:
-
Claim exclusive window access in full screen mode.
(might cause problems with some drivers)
-
$
gap_bAllowSingleMipmap:
-
Allow of only one mipmap for textures with one mipmap,
instead of generating all lower mipmaps.
-
$
gap_bAllowGrayTextures:
-
Allow usage of grayscale internal formats for gray textures.
-
$
ogl_bAllowQuadArrays:
-
Select different rendering method for 2D primitives, simple model shadows
and particles. This might improve or degrade performance and compatibility.
(use with caution!)
-
$
gap_iTextureFiltering:
-
Texture filtering mode (=XYZ).
Interpolation types for X=magnification, Y=minification, Z=mipmap filter:
X=0 - same as Y-value
X=1 - nearest-neighbour
X=2 - bilinear
Y=1 - nearest-neighbour
Y=2 - bilinear
Z=0 - none (no mipmapping)
Z=1 - bilinear
Z=2 - trilinear
-
$
gap_fTextureLODBias:
-
LOD bias for mipmap switching.
<0 = more details (somewhat slower performance)
0 = default
>0 = less details (faster performance)
(values lower than -2 might cause rendering slowdowns)
-
$
gap_iTextureAnisotropy:
-
Anisotropy degree for texture filtering (>=1).
1 = default (isotropic filtering)
>1 = anisotropic (2 is minimum)
-
$
gap_iOptimizeDepthReads:
-
How and when to issue read from z-buffer requests (for lens flares).
0 = immediately upon request
1 = at every frame
2 = 10 times a second
-
$
gap_bForceTruform:
-
Use Truform (N-Patches) tesselation even on models
that are not prepared for it.
-
$
gap_iTruformLevel:
-
Specifiy tesselation level (detail).
(0 = no tesselation)
-
$
d3d_bUseHardwareTnL:
-
Specify whether to use HW T&L (if present) or not.
Note: requires ApplyVideoMode()
-
$
d3d_iMaxBurstSize:
-
Minumum number of vertices that can to passed to Direct3D in one vertex array.
(0 = unlimited)
-
$
d3d_iVertexBuffersSize:
-
Specify size of buffer that holds geometry for Direct3D.
-
$
d3d_bAlternateDepthReads:
-
Setting this will improve performance of lens-flares,
but might cause artefacts on some occasions.
-
$
d3d_bOptimizeVertexBuffers:
-
Use alternate approach when submiting vertices to Direct3D.
(0 is recommended for non-T&L boards)
-
$
ogl_iTBufferEffect:
-
Type of T-Buffer effect to use:
0 = none
1 = partial anti-aliasing (doesn't blur text and 2D)
2 = motion blur
NOTE: On some system configurations T-Buffer effect(s) might not work
properly. (driver issues)
-
$
ogl_iTBufferSamples:
-
Number of T-Buffers to use for effect (2, 4 or 8).
-
$
mdl_bCreateStrips:
-
Create triangle strips when loading models.
-
$
mdl_bShowStrips:
-
DEBUG: Show model triangle strips in color.
-
$
mdl_bFineQuality:
-
(should be left to 1 for now)
-
$
mdl_iShadowQuality:
-
Quality of model shadow:
0 = no shadow
1 = low quality (single polygon - fast)
2 = high quality from one light (multiple polygons - slow)
3 = high quality from all lights (multiple shadows & polygons - very slow)
-
$
mdl_fLODMul:
-
Multiplier for models LOD factor (default=1).
-
$
mdl_fLODAdd:
-
Bias for models LOD factor (default=0).
-
$
mdl_iLODDisappear:
-
When LOD model will disappear:
0 = never
1 = ignore bias level
2 = with bias level
-
$
mdl_bRenderDetail:
-
Allow detail textures on models.
-
$
mdl_bRenderSpecular:
-
Allow specular reflection on models.
-
$
mdl_bRenderReflection:
-
Allow reflection mapping on models.
-
$
mdl_bAllowOverbright:
-
Allow 'shiny' lighting on models (recommended).
-
$
gap_iDepthBits:
-
Requested number of bits for z-buffer (24 or 32).
Note: requires ApplyVideoMode()
-
$
gap_iStencilBits:
-
Requested number of bits for stencil buffer (0 or 8).
Note: requires ApplyVideoMode()
-
$
gfx_fEnvParticlesDensity:
-
Specify density of grass and other environment particles.
(1 = default)
-
$
gfx_fEnvParticlesRange:
-
Specify dissapearing radius of grass and other environment particles.
(1 = default)
-
$
gfx_bRenderParticles:
-
Allow rendering of particle effects.
-
$
gfx_bRenderFog:
-
Allow rendering of fog and haze.
-
$
gfx_bRenderWorld:
-
Allow rendering of world.
-
$
gfx_bRenderModels:
-
Allow rendering of models.
-
$
gfx_bRenderPredicted:
-
Render entities that are predicted in network play.
-
$
gfx_bClearScreen:
-
DEBUG: Fill video buffer with black at the begining of each frame.
-
$
gap_iRefreshRate:
-
Set default screen refresh rate (in Hz; 0=don't set).
-
$
gfx_bDisableMultiMonSupport:
-
This is needed for systems that don't support multimonitor & OpenGL (Win98).
If it is not set in Win98, OpenGL probably won't start.
(has no effect on WinNT/2k)
-
$
gfx_ctMonitors:
-
How many monitors are attached to the system.
-
$
gfx_bMultiMonDisabled:
-
Set if multimonitor is currently disabled.
-
$
ogl_bGrabDepthBuffer:
-
When capturing screenshots, store Z-buffer values in screenshot alpha channel.
-
$
gfx_bDecoratedText:
-
Allow decorated text output (bold, italic, color/alpha change and flashing).
-
$
gfx_fSaturation:
-
Adjust global saturation:
0 = grayscale
0-1 = less color
1 = normal
1-2 = more color
>2 = color wrapping occurs (might get some nice psychedelic effects!)
NOTE: requires /RefreshTestures()
-
$
gfx_iHueShift:
-
Shift global HUE color component (0-359).
NOTE: requires /RefreshTestures()
-
$
gfx_fBrightness:
-
Adjust display brightness:
<0 = darken
0 = standard
>0 = brighten
(doesn't work on NT4 platform)
-
$
gfx_fContrast:
-
Adjust display contrast:
<1 = low contrast
1 = standard
>1 = high contrast
(doesn't work on NT4 platform)
-
$
gfx_fGamma:
-
Adjust display gamma factor:
<1 = darken
1 = standard
>1 = brighten
(doesn't work on NT4 platform)
-
$
gfx_iLevels:
-
Adjust color levels (posterization).
256 = standard
(doesn't work on NT4 platform)
-
$
gfx_tmProbeDecay:
-
How long texture can remain unreferenced before probing. (in seconds)
(60 is recommended)
-
$
gfx_fProbeRatio:
-
Maximum allowed texture and shadowmap upload/binds in one frame.
(relative to maximum allowed texture size; 0.5 is recommended)
-
$
gfx_bDisableWindowsKeys:
-
Disable windows keys when in full-screen. (recommended)
-
$
tex_fSaturation:
-
Adjust texture saturation:
0 = grayscale
0-1 = less color
1 = normal
1-2 = more color
>2 = color wrapping occurs (might get some nice psychedelic effects!)
-
$
tex_iHueShift:
-
Shift texture HUE color component (0-359).
-
$
shd_fSaturation:
-
Adjust light/shadow saturation:
0 = grayscale
0-1 = less color
1 = normal
1-2 = more color
>2 = color wrapping occurs (might get some nice psychedelic effects!)
-
$
shd_iHueShift:
-
Shift light/shadow HUE color component (0-359).
-
$
gfx_iLensFlareQuality:
-
Quality of lens flare:
0 = do not render lens flare (and no z-buffer testing, also)
1 = render flare with corona only
2 = render flare with corona and reflections
3 = render flare with corona, reflections and glare effect
-
$
GAPInfo():
-
Printout info about Graphics API subsystem (OpenGL or Direct3D).
-
$
SoundInfo():
-
Printout info about sound subsystem.
-
$
ModelsInfo():
-
Printout info about model rendering subsystem.
-
$
WorldInfo():
-
Printout info about world rendering subsystem.
-
$
NetworkInfo():
-
Printout info about networking subsystem.
-
$
TexturesInfo():
-
Printout extensive report about texture memory usage.
-
$
RefreshTextures():
-
Reload all loaded textures and uncache all cached shadow maps.
-
$
UncacheShadows():
-
Uncache all cached shadow maps.
-
$
CacheShadows():
-
Cache all shadow maps in world.
(CAREFUL! - only for systems with lots of RAM)
-
$
RecacheShadows():
-
Recache all shadow maps (uncache and eventually cache all).
-
$
ReloadModels():
-
Reload all models.
(this happens automatically when model precision is changed)
-
$
tex_iNormalQuality:
-
Quality of normal (single-frame) textures:
(=XY, X for opaque textures, Y for translucent textures)
0 = optimal format (texture that requires 32-bit will be in 32-bit mode)
1 = 16-bit format (high-color, conserve memory, low gradients' quality)
2 = 32-bit format (true-color, requires more memory, looks great!)
3 = compressed format
-
$
tex_iAnimationQuality:
-
Quality of animation (multi-frame) textures:
(=XY, X for opaque textures, Y for translucent textures)
0 = optimal format (texture that requires 32-bit will be in 32-bit mode)
1 = 16-bit format (high-color, conserve memory, low gradients' quality)
2 = 32-bit format (true-color, requires more memory, looks great!)
3 = compressed format
-
$
tex_bDynamicMipmaps:
-
Select whether to let effect textures to generated mipmaps or not.
-
$
tex_iDithering:
-
Dithering type for 16-bit textures (0-10):
0 = none
1-3 = low (recommended)
4-7 = medium
8-10 = high
-
$
tex_iNormalSize:
-
Maximum allowed size for normal textures (5-11).
TexWidth*TexHeight <= 2^(tex_fNormalSize*2)
-
$
tex_iAnimationSize:
-
Maximum allowed size for animation textures (4-9).
TexWidth*TexHeight <= 2^(tex_fAnimationSize*2)
-
$
tex_iEffectSize:
-
Maximum allowed size for effect textures (5-8).
TexWidth*TexHeight <= 2^(tex_fEffectSize*2)
-
$
tex_iFogSize:
-
Maximum allowed size for fog texture (4-8).
TexWidth*TexHeight <= 2^(tex_iFogSize*2)
-
$
tex_bFineEffect:
-
Set 32-bit quality for effect textures.
(only if normal textures haven't been dithered)
-
$
tex_bFineFog:
-
Set 32-bit quality for fog/haze textures.
-
$
tex_iFiltering:
-
Filter type and strength for normal and animation textures (-6 to +6).
<0 = more sharpen
0 = no filter
>0 = more blur
-
$
tex_iEffectFiltering:
-
Filter type for fire/plasma effect textures (-6 to +6).
<0 = more sharpen
0 = no filter
>0 = more blur
-
$
tex_bProgressiveFilter:
-
Allow mipmap filtering in creation time (boosts filter strength).
-
$
tex_bCompressAlphaChannel:
-
When compressing translucent textures, also compress alpha channel.
-
$
tex_bAlternateCompression:
-
Use better (but lower) compression for opaque textures.
-
$
tex_bColorizeMipmaps:
-
DEBUG: Colorize mipmap levels.
-
$
shd_bFineQuality:
-
Allow 32-bit quality for shadow maps.
-
$
shd_iFiltering:
-
Blur filter strength for shadow maps (0=none; 6=max).
-
$
shd_iDithering:
-
Dithering type for 16-bit shadow maps (0-5):
0 = none
1,2 = low (recommended)
3,4 = medium
5 = high
-
$
shd_iStaticSize:
-
Maximum allowed size for static shadow maps (5-8).
ShdWidth*ShdHeight <= 2^(shd_fStaticSize*2)
-
$
shd_iDynamicSize:
-
Maximum allowed size for dynamic shadow maps (5-8).
ShdWidth*ShdHeight <= 2^(shd_fDynamicSize*2)
-
$
shd_iAllowDynamic:
-
Controls mixing and rendering of dynamic shadow maps.
0 = disallow (speed)
1 = allow only on some polygons (optimal)
2 = allow on every polygon (quality)
-
$
shd_bDynamicMipmaps:
-
Allow dynamic shadow maps to be generated with all mipmaps (faster).
(depends on 'gap_bAllowSingleMipmap')
-
$
shd_tmFlushDelay:
-
How many seconds to keep stale cached shadow maps.
-
$
shd_fCacheSize:
-
Size of buffer for cached shadow maps (in MB).
-
$
shd_bCacheAll:
-
Cache all shadowmap upon level initialization.
(CAREFUL! - only for systems with lots of RAM)
-
$
shd_bColorize:
-
Show shadomap texture size with colorization.
Green = small
Yellow = medium
Red = large
-
$
shd_bAllowFlats:
-
Allow optimization of single colored (flat) shadowmaps to be optimized.
-
$
shd_bShowFlats:
-
Show shadomaps that are optimized as flat in blue color.
-
$
wld_bShowTriangles:
-
Show world triangles in wireframe.
-
$
wld_bShowDetailTextures:
-
DEBUG: Show detail textures in color.
-
$
wld_fEdgeOffsetI:
-
DEBUG: Rendering adjustment variable.
-
$
wld_fEdgeAdjustK:
-
DEBUG: Rendering adjustment variable.
-
$
wld_bAlwaysAddAll:
-
DEBUG: Allow adding of an entire world to rendering process.
-
$
wld_bRenderEmptyBrushes:
-
DEBUG: Allow rendering of empty brushes.
-
$
wld_bRenderShadowMaps:
-
DEBUG: Allow rendering of shadow maps layer.
-
$
wld_bRenderTextures:
-
DEBUG: Allow rendering of all texture layers.
-
$
wld_bTextureLayers:
-
Allow rendering of cpecified texture layer(s).
Valid value is bitmask XYZ (each can be only 0 or 1):
X - set rendering state of texture layer 1
Y - set rendering state of texture layer 2
Z - set rendering state of texture layer 3
-
$
wld_bRenderDetailPolygons:
-
DEBUG: Allow rendering of detail polygons in world.
-
$
wld_iDetailRemovingBias:
-
LOD bias for removing detail textures.
(3 is recommended)
-
$
wld_bRenderMirrors:
-
Allow rendering of mirrors and portals.
-
$
wld_bFastObjectOptimization:
-
EDITOR ONLY: Uses O(n log n) object optimization after CSG if enabled.
Disable to use more accurate, but significantly slower O(n^2) algorithm.
-
$
con_bNoWarnings:
-
If set, warnings are reported to console only, not as requesters.
Always should be off in the game. Only on in editors.
-
$
con_iLastLines:
-
Number of last console lines to be displayed on screen (0-15).
-
$
con_tmLastLines:
-
How many seconds to keep last console lines on screen (0-10).
-
$
con_fHeightFactor:
-
what part of screen height will console overtake (0.1-1.0)
-
$
ListSymbols():
-
List user shell symbols.
-
$
MakeAccessViolation():
-
DEBUG: Make an access violation. Use at own risk.
-
$
MakeStackOverflow():
-
DEBUG: Make a stack overflow. Use at own risk.
-
$
MakeFatalError():
-
DEBUG: Make fatal error. Use at own risk.
-
$
MemoryInfo():
-
Report memory usage (heap walk; works only on WinNT/Win2K).
-
$
dbg_bBreak:
-
DEBUG: Invoke breakpoint. Meaningless if not running from debugger.