Values in prefs.cs
by Luis Anton · in Torque Game Engine · 02/04/2005 (4:34 am) · 6 replies
Hi!
Where could I find information about the effect of the values appearing in prefs.cs? I'm interested in those related to OpenGL, Video and TS. I can guess some of them, but there are some that seem important and I don't know what they do (like $pref::Video::safeModeOn = "1";)
Thanks.
Where could I find information about the effect of the values appearing in prefs.cs? I'm interested in those related to OpenGL, Video and TS. I can guess some of them, but there are some that seem important and I don't know what they do (like $pref::Video::safeModeOn = "1";)
Thanks.
#2
Thanks!
04/14/2005 (8:03 am)
Actually, this is an area of TAP that isn't very well documented at all, and I'd like to ask that we use this thread to start the documentation process! Prefs are used throughout pretty much the entire code base, and I think it would work well if people could respond here with specific $pref values that they are knowledgeable about, and I can build up a list as we go along.Thanks!
#3
wow, thanks, that solves everything :/ Looking through the whole engine code hunting those values can be quite frustating.
Thanks, Stephen, that's an answer. I'll do my best to fill that document.
04/14/2005 (8:12 am)
@Toddwow, thanks, that solves everything :/ Looking through the whole engine code hunting those values can be quite frustating.
Thanks, Stephen, that's an answer. I'll do my best to fill that document.
#4
Didnt mean any sarcasm by it, but like Stephen stated its not documented very much so that would be your best place to look. Finding the values in the engine code is the easy part, understanding what they do from there is the hard part.
Using your example of the safeModeOn variable, it took all of 30 seconds to find that the only valid line of this being used is this line in OpenGLDevice::setScreenMode.
Which if I am reading it right basically says:
if safeMode is off and the new bit depth != the current bit depth the the rendering context is going to get destroyed before being recreated.
if safeMode is on then, in addition to the above triggering recreation of the rendering context, recreation will also occur if we are switching between fullscreen and windowed mode or if we are going into fullscreen mode.
04/15/2005 (7:43 am)
@LuisDidnt mean any sarcasm by it, but like Stephen stated its not documented very much so that would be your best place to look. Finding the values in the engine code is the easy part, understanding what they do from there is the hard part.
Using your example of the safeModeOn variable, it took all of 30 seconds to find that the only valid line of this being used is this line in OpenGLDevice::setScreenMode.
if ( ( newRes.bpp != smCurrentRes.bpp ) || ( safeModeOn && ( ( smIsFullScreen != newFullScreen ) || newFullScreen ) ) )
Which if I am reading it right basically says:
if safeMode is off and the new bit depth != the current bit depth the the rendering context is going to get destroyed before being recreated.
if safeMode is on then, in addition to the above triggering recreation of the rendering context, recreation will also occur if we are switching between fullscreen and windowed mode or if we are going into fullscreen mode.
#6
04/19/2005 (12:44 pm)
Todd, very nice find, thank you!
Torque Owner Todd D. Degani