summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/settings.xml
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview/app_settings/settings.xml')
-rw-r--r--indra/newview/app_settings/settings.xml310
1 files changed, 291 insertions, 19 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 2cc8224fc6..523032bf67 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -2256,7 +2256,18 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>DebugShowTime</key>
+ <key>DebugShowRenderMatrices</key>
+ <map>
+ <key>Comment</key>
+ <string>Display values of current view and projection matrices.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>DebugShowTime</key>
<map>
<key>Comment</key>
<string>Show depth buffer contents</string>
@@ -2635,6 +2646,17 @@
<key>Value</key>
<real>60.0</real>
</map>
+ <key>FPSLogFrequency</key>
+ <map>
+ <key>Comment</key>
+ <string>Seconds between display of FPS in log (0 for never)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>10.0</real>
+ </map>
<key>FilterItemsPerFrame</key>
<map>
<key>Comment</key>
@@ -6141,7 +6163,102 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>RenderBumpmapMinDistanceSquared</key>
+
+ <key>RenderShadowGaussian</key>
+ <map>
+ <key>Comment</key>
+ <string>Gaussian coefficients for the two shadow/SSAO blurring passes (z component unused).</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Vector3</string>
+ <key>Value</key>
+ <array>
+ <real>2.0</real>
+ <real>2.0</real>
+ <real>0.0</real>
+ </array>
+ </map>
+
+ <key>RenderShadowNearDist</key>
+ <map>
+ <key>Comment</key>
+ <string>Near clip plane of shadow camera (affects precision of depth shadows).</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Vector3</string>
+ <key>Value</key>
+ <array>
+ <real>256</real>
+ <real>256</real>
+ <real>256</real>
+ </array>
+ </map>
+ <key>RenderShadowClipPlanes</key>
+ <map>
+ <key>Comment</key>
+ <string>Near clip plane split distances for shadow map frusta.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Vector3</string>
+ <key>Value</key>
+ <array>
+ <real>4.0</real>
+ <real>8.0</real>
+ <real>24.0</real>
+ </array>
+ </map>
+ <key>RenderSSAOScale</key>
+ <map>
+ <key>Comment</key>
+ <string>Scaling factor for the area to sample for occluders (pixels at 1 meter away, inversely varying with distance)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>500.0</real>
+ </map>
+ <key>RenderSSAOMaxScale</key>
+ <map>
+ <key>Comment</key>
+ <string>Maximum screen radius for sampling (pixels)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>60</integer>
+ </map>
+ <key>RenderSSAOFactor</key>
+ <map>
+ <key>Comment</key>
+ <string>Occlusion sensitivity factor for ambient occlusion (larger is more)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.30</real>
+ </map>
+ <key>RenderSSAOEffect</key>
+ <map>
+ <key>Comment</key>
+ <string>Multiplier for (1) value and (2) saturation (HSV definition), for areas which are totally occluded. Blends with original color for partly-occluded areas. (Third component is unused.)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Vector3</string>
+ <key>Value</key>
+ <array>
+ <real>0.40</real>
+ <real>1.00</real>
+ <real>0.00</real>
+ </array>
+ </map>
+ <key>RenderBumpmapMinDistanceSquared</key>
<map>
<key>Comment</key>
<string>Maximum distance at which to render bumpmapped primitives (distance in meters, squared)</string>
@@ -6152,6 +6269,17 @@
<key>Value</key>
<real>100.0</real>
</map>
+ <key>RenderNormalMapScale</key>
+ <map>
+ <key>Comment</key>
+ <string>Scaler applied to height map when generating normal maps</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>128</real>
+ </map>
<key>RenderCubeMap</key>
<map>
<key>Comment</key>
@@ -6192,7 +6320,7 @@
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
- <string>Boolean</string>
+ <string>Boolean</string>
<key>Value</key>
<integer>0</integer>
</map>
@@ -6207,18 +6335,129 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>RenderDeferred</key>
- <map>
- <key>Comment</key>
- <string>Use deferred rendering pipeline.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
- <key>RenderDynamicLOD</key>
+ <key>RenderDelayCreation</key>
+ <map>
+ <key>Comment</key>
+ <string>Throttle creation of drawables.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>RenderAnimateRes</key>
+ <map>
+ <key>Comment</key>
+ <string>Animate rezing prims.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+
+ <key>RenderAnimateTrees</key>
+ <map>
+ <key>Comment</key>
+ <string>Use GL matrix ops to animate tree branches.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>RenderDeferredAlphaSoften</key>
+ <map>
+ <key>Comment</key>
+ <string>Scalar for softening alpha surfaces (for soft particles).</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.75</real>
+ </map>
+ <key>RenderDeferredNoise</key>
+ <map>
+ <key>Comment</key>
+ <string>Noise scalar to hide banding in deferred render.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>4</real>
+ </map>
+ <key>RenderDeferred</key>
+ <map>
+ <key>Comment</key>
+ <string>Use deferred rendering pipeline.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>RenderDeferredSunShadow</key>
+ <map>
+ <key>Comment</key>
+ <string>Generate shadows from the sun.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
+ <key>RenderDeferredSunWash</key>
+ <map>
+ <key>Comment</key>
+ <string>Amount local lights are washed out by sun.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.5</real>
+ </map>
+ <key>RenderShadowNoise</key>
+ <map>
+ <key>Comment</key>
+ <string>Magnitude of noise on shadow samples.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>-0.0001</real>
+ </map>
+ <key>RenderShadowBlurSize</key>
+ <map>
+ <key>Comment</key>
+ <string>Scale of shadow softening kernel.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.7</real>
+ </map>
+ <key>RenderShadowBlurSamples</key>
+ <map>
+ <key>Comment</key>
+ <string>Number of samples to take for each pass of shadow blur (value range 1-16). Actual number of samples is value * 2 - 1.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <real>5</real>
+ </map>
+ <key>RenderDynamicLOD</key>
<map>
<key>Comment</key>
<string>Dynamically adjust level of detail.</string>
@@ -6368,13 +6607,13 @@
<key>RenderGlowMinLuminance</key>
<map>
<key>Comment</key>
- <string>Min luminance intensity necessary to consider an object bright enough to automatically glow. (Gets clamped to 0 - 1.0 range)</string>
+ <string>Min luminance intensity necessary to consider an object bright enough to automatically glow.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>1.0</real>
+ <real>2.5</real>
</map>
<key>RenderGlowResolutionPow</key>
<map>
@@ -6534,6 +6773,17 @@
<key>Value</key>
<integer>4096</integer>
</map>
+ <key>RenderMaxNodeSize</key>
+ <map>
+ <key>Comment</key>
+ <string>Maximum size of a single node's vertex data (in KB).</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>4096</integer>
+ </map>
<key>RenderMaxVBOSize</key>
<map>
<key>Comment</key>
@@ -6543,7 +6793,7 @@
<key>Type</key>
<string>S32</string>
<key>Value</key>
- <integer>32</integer>
+ <integer>512</integer>
</map>
<key>RenderName</key>
<map>
@@ -6644,6 +6894,17 @@
<key>Value</key>
<integer>1</integer>
</map>
+ <key>RenderShaderLightingMaxLevel</key>
+ <map>
+ <key>Comment</key>
+ <string>Max lighting level to use in the shader (class 3 is default, 2 is less lights, 1 is sun/moon only. Works around shader compiler bugs on certain platforms.)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>3</integer>
+ </map>
<key>RenderShaderLODThreshold</key>
<map>
<key>Comment</key>
@@ -9760,6 +10021,17 @@
<key>Value</key>
<integer>1</integer>
</map>
+ <key>RenderDelayVBUpdate</key>
+ <map>
+ <key>Comment</key>
+ <string>Delay vertex buffer updates until just before rendering</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
<key>UseStartScreen</key>
<map>
<key>Comment</key>
@@ -10507,7 +10779,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
- <integer>1</integer>
+ <integer>0</integer>
</map>
<key>WindowWidth</key>
<map>