diff options
Diffstat (limited to 'indra/newview/app_settings/settings.xml')
-rw-r--r-- | indra/newview/app_settings/settings.xml | 89 |
1 files changed, 63 insertions, 26 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 05c05b9393..b7b040f98b 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -148,7 +148,7 @@ <key>Value</key> <integer>1</integer> </map> - <key>ApplyTextureImmediately</key> + <key>TextureLivePreview</key> <map> <key>Comment</key> <string>Preview selections in texture picker immediately</string> @@ -7263,7 +7263,7 @@ <key>WebContentWindowLimit</key> <map> <key>Comment</key> - <string>Maximum number of web brower windows that can be open at once in the Web content floater (0 for no limit)</string> + <string>Maximum number of web browser windows that can be open at once in the Web content floater (0 for no limit)</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -7631,6 +7631,17 @@ <key>Value</key> <integer>1</integer> </map> + <key>RenderCompressTextures</key> + <map> + <key>Comment</key> + <string>Enable texture compression on OpenGL 3.0 and later implementations (EXPERIMENTAL, requires restart)</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>RenderPerformanceTest</key> <map> <key>Comment</key> @@ -8071,6 +8082,18 @@ <real>0</real> </map> + <key>RenderDepthPrePass</key> + <map> + <key>Comment</key> + <string>EXPERIMENTAL: Prime the depth buffer with simple prim geometry before rendering with textures.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>RenderDepthOfField</key> <map> <key>Comment</key> @@ -9123,28 +9146,19 @@ <key>Value</key> <integer>0</integer> </map> - <key>RenderUseShaderLOD</key> - <map> - <key>Comment</key> - <string>Whether we want to have different shaders for LOD</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>Boolean</string> - <key>Value</key> - <integer>1</integer> - </map> - <key>RenderUseShaderNearParticles</key> - <map> - <key>Comment</key> - <string>Whether we want to use shaders on near particles</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>Boolean</string> - <key>Value</key> - <integer>0</integer> - </map> + + <key>RenderAutoHideSurfaceAreaLimit</key> + <map> + <key>Comment</key> + <string>Maximum surface area of a set of proximal objects inworld before automatically hiding geometry to prevent system overload.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>RenderVBOEnable</key> <map> <key>Comment</key> @@ -9159,7 +9173,7 @@ <key>RenderUseVAO</key> <map> <key>Comment</key> - <string>Use GL Vertex Array Objects</string> + <string>[EXPERIMENTAL] Use GL Vertex Array Objects</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -9167,7 +9181,19 @@ <key>Value</key> <integer>0</integer> </map> - <key>RenderVBOMappingDisable</key> + <key>RenderUseTransformFeedback</key> + <map> + <key>Comment</key> + <string>[EXPERIMENTAL] Use transform feedback shaders for LoD updates</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + + <key>RenderVBOMappingDisable</key> <map> <key>Comment</key> <string>Disable VBO glMapBufferARB</string> @@ -12148,6 +12174,17 @@ <key>Value</key> <integer>1</integer> </map> + <key>RenderSynchronousOcclusion</key> + <map> + <key>Comment</key> + <string>Don't let occlusion queries get more than one frame behind (block until they complete).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> <key>RenderDelayVBUpdate</key> <map> <key>Comment</key> |