r_brightness: Changes gamma tablesr_cgFragmentProfile: arbfp1, fp30r_cgVertexProfile: arbvp1, vp20, vp30r_checkBounds: Compare all surface bounds with precalculated onesr_clear: Force screen clear every frame, 1 = purple, 2 = black, 'r g b' = customr_customHeight: Custom screen heightr_customWidth: Custom screen widthr_debugArrowStep: Step size of arrow cone line rotation in degreesr_debugLineDepthTest: Perform depth test on debug linesr_debugLineWidth: Width of debug linesr_debugPolygonFilled: Draw a filled polygonr_demonstrateBug: Used during development to show IHV's their problemsr_displayRefresh: optional display refresh rate option for vid moder_finish: force a call to glFinish() every framer_flareSize: scale the flare deforms from the material defr_forceLoadImages: draw all images to screen after registrationr_frontBuffer: draw to front buffer for debuggingr_fullscreen: 0 = windowed, 1 = full screenr_gamma: changes gamma tablesr_glDriver: "opengl32", etc.r_hdr_bloomFraction: fraction to smear across neighborsr_hdr_exposure: Maximum light scaler_hdr_gamma: Monitor gamma powerr_hdr_monitorDither: Random dither in monitor spacer_hdr_useFloats: Use a floating point rendering bufferr_ignore: Used for random debugging without defining new varsr_ignore2: Used for random debugging without defining new varsr_ignoreGLErrors: Ignore GL errorsr_inhibitFragmentProgram:Ignore the fragment program extensionr_jitter: randomly subpixel jitter the projection matrixr_jointNameOffset: offset of joint names when r_showskel is set to 1r_jointNameScale: size of joint names when r_showskel is set to 1r_lightAllBackFaces: light all the back faces, even when they would be shadowedr_lightScale: all light intensities are multiplied by thisr_lightSourceRadius: for soft-shadow samplingr_lockSurfaces: allow moving the view point without changing the composition of the scene, including cullingr_logFile: number of frames to emit GL logsr_materialOverride: overrides all materialsr_megaTextureLevel: draw only a specific levelr_mergeModelSurfaces: combine model surfaces with the same materialr_mode: video mode numberr_multiSamples: number of antialiasing samplesr_offsetfactor: polygon offset parameterr_offsetunits: polygon offset parameterr_orderIndexes: perform index reorganization to optimize vertex user_renderer: hardware specific renderer path to user_sb_biasScale: scale factor for jitter biasr_sb_frustomFOV: oversize FOV for point light side matchingr_sb_jitterScale: scale factor for jitter offsetr_sb_lightResolution: Pixel dimensions for each shadow buffer, 64 - 2048r_sb_linearFilter: Use GL_LINEAR instead of GL_NEAREST on shadow mapsr_sb_noShadows: don't draw any occludersr_sb_occluderFacing: 0 = front faces, 1 = back faces, 2 = midway betweenr_sb_polyOfsFactor: polygonOffset factor for drawing shadow bufferr_sb_polyOfsUnits: polygonOffset units for drawing shadow bufferr_sb_randomize: randomly offset jitter texture each drawr_sb_samples: 0, 1, 4, or 16r_sb_screenSpaceShadow: build shadows in screen space instead of on surfacesr_sb_showFrustumPixels: color the pixels contained in the frustumr_sb_singleSide: only draw a single side (0- 5) of points lightsr_sb_useCulling: cull geometry to individual side frustumsr_sb_usePbuffer: draw offscreenr_sb_viewResolution: Width of screen space shadow sampling screenFraction for testing fill rate, the resolution of the entire screen can be changedr_shadowPolygonFactor: scale value for stencil shadow drawingr_shadowPolygonOffset: bias value added to depth test for stencil shadow drawingr_shadows: enable shadowsr_showAlloc: report alloc/free countsr_showCull: report sphere and box culling statsr_showDefs: report the number of modeDefs and lightDefs in viewr_showDemo: report reads and writes to the demo filer_showDepth: display the contents of the depth buffer and the depth ranger_showDominantTri: draw lines from vertexes to center of dominant trianglesr_showDynamic: report stats on dynamic surface generationr_showEdges: draw the sil edgesr_showEntityScissors: show entity scissor rectanglesr_showImages: 1 = show all images instead of rendering, 2 = show in proportional sizer_showIntensity: draw the screen colors based on intensity, red = 0, green = 128, blue = 255 r_showInteractionFrustums:1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bboxr_showInteractions: report interaction generation activityr_showInteractionScissors: 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction linesr_showLightCount: 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdrawr_showLights: 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volumer_showLightScale: report the scale factor applied to drawing: for overbrightsr_showLightScissors: show light scissor rectanglesr_showMegaTexture: display all the level imagesr_showMegaTextureLabels: draw colored blocks in each tiler_showMemory: print frame memory utilizationr_showNormals: draws wireframe normalsr_showOverDraw: 1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdrawr_showPortals: draw portal outlines in color based on passed / not passedr_showPrimitives: report drawsurf/index/vertex countsr_showShadowCount: colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadowsr_showShadows: 1 = visualize the stencil shadow volumes, 2 = draw filled inr_showSilhouette: highlight edges that are casting shadow planesr_showSkel: draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton onlyr_showSmp: show which end (front or back) is blockingr_showSurfaceInfo: show surface material name under crosshairr_showSurfaces: report surface/light/shadow countsr_showTangentSpace: shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vectorr_showTexturePolarity: shade triangles by texture area polarityr_showTextureVectors: if > 0 draw each triangles texture (tangent) vectorsr_showTrace: show the intersection of an eye trace with the worldr_showTris: enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw allr_showUnsmoothedTangents:if 1, put all nvidia register combiner programming in display listsr_showUpdates: report entity and light updates and ref countsr_showVertexCacher_showVertexColor: draws all triangles with the solid vertex colorr_showViewEntitys: 1 = displays the bounding boxes of all view models, 2 = print index numbersr_singleArea: only draw the portal area the view is actually inr_singleEntity: suppress all but one entityr_singleLight: suppress all but one lightr_singleSurface: suppress all but one surface on each entityr_singleTriangle: only draw a single triangle per primitiver_skipAmbient: bypasses all non-interaction drawingr_skipBackEnd: don't draw anythingr_skipBlendLights: skip all blend lightsr_skipBump: uses a flat surface instead of the bump mapr_skipCopyTexture: do all rendering, but don't actually copyTexSubImage2Dr_skipDeforms: leave all deform materials in their original stater_skipDiffuse: use black for diffuser_skipDynamicTextures: don't dynamically create texturesr_skipFogLights: skip all fog lightsr_skipFrontEnd: bypasses all front end work, but 2D gui rendering still drawsr_skipGuiShaders: 1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip eventsr_skipInteractions: skip all light/surface interaction drawingr_skipLightScale: don't do any post- interaction light scaling, makes things dim on low- dynamic range cardsr_skipMegaTexture: only use the lowest level imager_skipNewAmbient: bypasses all vertex/fragment program ambient drawingr_skipOverlays: skip overlay surfacesr_skipParticles: 1 = skip all particle systemsr_skipPostProcess: skip all post-process renderingsr_skipRender: skip 3D rendering, but pass 2Dr_skipRenderContext: NULL the rendering context during backend 3D renderingr_skipROQ: skip ROQ decodingr_skipSpecular: use black for specular1r_skipSubviews: 1 = don't render any gui elements on surfacesr_skipSuppress: ignore the per-view suppressionsr_skipTranslucent: skip the translucent interaction renderingr_skipUpdates: 1 = don't accept any entity or light updates making everything staticr_slopNormal: merge normals that dot less than thisr_slopTexCoord: merge texture coordinates this far apartr_slopVertex: merge xyz coordinates this far apartr_subviewOnly: 1 = don't render main view, allowing subviews to be debuggedr_swapInterval: changes wglSwapIntarvalr_terrainScale: vertically scale USGS datar_testARBProgram: experiment with vertex/fragment programsr_testGamma: if > 0 draw a grid pattern to test gamma levelsr_testGammaBias: if > 0 draw a grid pattern to test gamma levelsr_testStepGamma: if > 0 draw a grid pattern to test gamma levelsr_useCachedDynamicModels:cache snapshots of dynamic modelsr_useClippedLightScissors: 0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact alwaysr_useCombinerDisplayLists: put all nvidia register combiner programming in display listsr_useConstantMaterials: use pre-calculated material registers if possibler_useCulling: 0 = none, 1 = sphere, 2 = sphere + boxr_useDeferredTangents: defer tangents calculations after deformr_useDepthBoundsTest: use depth bounds test to reduce shadow fillr_useEntityCallbacks: if 0, issue the callback immediately at update time, rather than deferingr_useEntityCulling: 0 = none, 1 = boxr_useEntityScissors: 1 = use custom scissor rectangle for each entityr_useExternalShadows: 1 = skip drawing caps when outside the light volume, 2 = force to no caps for testingr_useFrustumFarDistance: if != 0 force the view frustum far distance to this distancer_useIndexBuffers: use ARB_vertex_buffer_object for indexesr_useInfiniteFarZ: Use the no-far-clip-plane trickr_useInteractionCulling: 1 = cull interactionsr_useInteractionScissors:1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissorsr_useInteractionTable: create a full entityDefs * lightDefs table to make finding interactions fasterr_useLightCulling: 0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areasr_useLightPortalFlow: use a more precise area reference determinationr_useLightScissors: 1 = use custom scissor rectangle for each lightr_useNodeCommonChildren: stop pushing reference bounds early when possibler_useNV20MonoLights: use pass optimization for mono lightsr_useOptimizedShadows: use the dmap generated static shadow volumesr_usePortals: 1 = use portals to perform area culling, otherwise draw everything r_usePreciseTriangleInteractions: 1 = do winding clipping to determine if each ambiguous tri should be litr_useScissor: scissor clip as portals and lights are processedr_useShadowCulling: try to cull shadows from partially visible lightsr_useShadowProjectedCull:discard triangles outside light volume before shadowingr_useShadowSurfaceScissor: scissor shadows by the scissor rect of the interaction surfacesr_useShadowVertexProgram:do the shadow projection in the vertex program on capable cardsr_useSilRemap: consider verts with the same XYZ, but different ST the same for shadowsr_useStateCaching: avoid redundant state changes in GL_*() callsr_useTripleTextureARB: cards with 3+ texture units do a two pass instead of three passr_useTurboShadow: use the infinite projection with W technique for dynamic shadowsr_useTwoSidedStencil: do stencil shadows in one pass with different ops on each sider_useVertexBuffers: use ARB_vertex_buffer_object for vertexesr_vertexBufferMegsr_near: near Z clip plane distanceradiant_ALTEdgeDragradiant_AngleSpeedradiant_Autosaveradiant_AutosaveMinutesradiant_camerawindowradiant_CamXYUpdateradiant_ChaseMouseradiant_CubicClippingradiant_CubicScaleradiant_entityModeradiant_EntityShowradiant_HiColorTexturesradiant_InspectorDockedDialogsradiant_InspectorsWindowradiant_LastMapradiant_LastProjectradiant_LoadLastradiant_LoadLastMapradiant_LoadShadersradiant_MainWindowPlaceradiant_ModelPathradiant_MoveSpeedradiant_NewFaceGrabradiant_NewLightStyleradiant_NewMapFormatradiant_NewRightClickradiant_NewTextureWindowStuffradiant_NewVertexradiant_NoClampradiant_NoStippleradiant_QE4Paintradiant_QE4StyleWindowsradiant_RadiantMapPathradiant_RotateLockradiant_Rotationradiant_RunBeforeradiant_SavedInforadiant_SelectWholeEntitiesKeyradiant_SizePaintingradiant_Snapshotsradiant_SnapTradiant_StatusPointSizeradiant_SwitchClipKeyradiant_TextureLockradiant_TextureQualityradiant_TextureScaleradiant_TextureScrollbarradiant_texwindowradiant_UndoLevelsradiant_UseDisplayListsradiant_UseGLLightingradiant_UseTextureBarradiant_WideToolBarradiant_xywindowradiant_XZVISradiant_xzwindowradiant_YZVISradiant_yzwindowradiant_ZClipBottomradiant_ZClipEnabledradiant_ZClipTopradiant_ZVISradiant_zwindowrb_showActive: show rigid bodies that are not at restrb_showBodies: show rigid bodiesrb_showInertia: show the inertia tensor of each rigid bodyrb_showMass: show the mass of each rigid bodyrb_showTimings: show rigid body cpu usagerb_showVelocity: show the velocity of each rigid body
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