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Game data for a Scene datablock.
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boolean |
activity_culling Activity culling is enabled |
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float in [0, 1000] |
activity_culling_box_radius Radius of the activity bubble, in Manhattan length. |
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boolean |
all_frames Render as many frames as possible, rather than respecting framerate. |
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boolean |
deprecation_warnings Print warnings when using deprecated features in the python API. |
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int in [8, 32] |
depth Displays bit depth of full screen display. |
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boolean |
display_lists Use display lists to speed up rendering by keeping geometry on the GPU. |
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int in [-32768, 32767] |
dome_angle Field of View of the Dome - it only works in mode Fisheye and Truncated |
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float in [-inf, inf] |
dome_buffer_resolution Buffer Resolution - decrease it to increase speed |
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enum |
dome_mode Dome physical configurations in... |
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int in [-32768, 32767] |
dome_tesselation Tesselation level - check the generated mesh in wireframe mode |
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Text |
dome_text Custom Warp Mesh data file |
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int in [-32768, 32767] |
dome_tilt Camera rotation in horizontal axis |
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int in [1, 250] |
fps The nominal number of game frames per second. |
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float array of 3 items in [-inf, inf] |
framing_color Set colour of the bars |
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enum |
framing_type Select the type of Framing you want. |
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int in [4, 2000] |
frequency Displays clock frequency of fullscreen display. |
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boolean |
fullscreen Starts player in a new fullscreen display |
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boolean |
glsl_extra_textures Use extra textures like normal or specular maps for GLSL rendering. |
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boolean |
glsl_lights Use lights for GLSL rendering. |
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boolean |
glsl_nodes Use nodes for GLSL rendering. |
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boolean |
glsl_ramps Use ramps for GLSL rendering. |
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boolean |
glsl_shaders Use shaders for GLSL rendering. |
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boolean |
glsl_shadows Use shadows for GLSL rendering. |
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int in [1, 5] |
logic_step_max Sets the maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics |
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enum |
material_mode Material mode to use for rendering. |
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float in [128, 1024] |
occlusion_culling_resolution The size of the occlusion buffer in pixel, use higher value for better precsion (slower) |
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enum |
physics_engine Physics engine used for physics simulation in the game engine. |
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float in [0, 25] |
physics_gravity Gravitational constant used for physics simulation in the game engine. |
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int in [1, 5] |
physics_step_max Sets the maximum number of physics step per game frame if graphics slows down the game, higher value allows physics to keep up with realtime |
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int in [1, 5] |
physics_step_sub Sets the number of simulation substep per physic timestep, higher value give better physics precision |
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int in [4, 10000] |
resolution_x Number of horizontal pixels in the screen. |
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int in [4, 10000] |
resolution_y Number of vertical pixels in the screen. |
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boolean |
show_debug_properties Show properties marked for debugging while the game runs. |
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boolean |
show_framerate_profile Show framerate and profiling information while the game runs. |
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boolean |
show_physics_visualization Show a visualization of physics bounds and interactions. |
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enum |
stereo Stereo Options in... |
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enum |
stereo_mode Stereographic techniques in... |
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boolean |
use_occlusion_culling Use optimized Bullet DBVT tree for view frustrum and occlusion culling |
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activity_culling_box_radiusRadius of the activity bubble, in Manhattan length. Objects outside the box are activity-culled
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dome_modeDome physical configurations in...
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fpsThe nominal number of game frames per second. Physics fixed timestep = 1/fps, independently of actual frame rate.
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framing_typeSelect the type of Framing you want. in...
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material_modeMaterial mode to use for rendering. in...
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physics_enginePhysics engine used for physics simulation in the game engine. in...
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stereoStereo Options in...
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stereo_modeStereographic techniques in...
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