
This file was automatically generated from comments in the C/C++ header file bdigraphics/graphics_init_ogl.h. Do not edit this file directly; the changes will be lost. Please mail suggestions or corrections to diguy@bdi.com
Includes: windows.h | gl.h | gl.h
struct bdiGraphicsInitOgl
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typedef struct bdiGraphicsInitOgl { int use_textures; int use_materials; int use_name_stack; GLenum texture_mag_filter; GLenum texture_min_filter; int call_mgInit_and_mgExit; int use_VBOs; } bdiGraphicsInitOgl;
variable bdiGraphicsInitOgl::use_textures |
int use_textures;Description:
Determines whether textures will be used. Default is 1.
variable bdiGraphicsInitOgl::use_materials |
int use_materials;Description:
Determines whether materials will be used. Default is 1.
variable bdiGraphicsInitOgl::use_name_stack |
int use_name_stack;Description:
Determines whether character, link and part indices will be pushed on the link stack when drawing. If this is 1, thenpairs will be pushed onto the ogl name stack when drawing. Default is 0.
variable bdiGraphicsInitOgl::texture_mag_filter |
GLenum texture_mag_filter;Description:
Determines the OpenGL magnification filtering method for textures. Should be one of:
GL_NEAREST GL_LINEARDefault is GL_LINEAR
variable bdiGraphicsInitOgl::texture_min_filter |
GLenum texture_min_filter;Description:
Determines the OpenGL minification filtering method for textures. Should be one of:
GL_NEAREST GL_LINEAR GL_NEAREST_MIPMAP_NEAREST GL_NEAREST_MIPMAP_LINEAR GL_LINEAR_MIPMAP_NEAREST GL_LINEAR_MIPMAP_LINEARDefault is GL_LINEAR
variable bdiGraphicsInitOgl::call_mgInit_and_mgExit |
int call_mgInit_and_mgExit;Description:
Determines whether the Paradigm-Multigen MG-API functions mgInit and mgExit will be called by BDI graphics software. These functions should be called only once in a program. Default is 1.
Boston Dynamics no longer uses the MG-API library, so this setting is not used. It is left here in order to not break existing code.
variable bdiGraphicsInitOgl::use_VBOs |
int use_VBOs;Description:
Determines whether the vertex buffer object extensions are used. In some cases using vertex buffer objects rather than display lists can improve performance.This currently only has an effect on Win32 platforms.
There is a known problem with some graphics cards that using vertex buffer objects leads to a crash.
Possible values are:
0 don't use vertex buffer object extensions 1 do use vertex buffer object extensions Default is 0.
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