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; === propertyMap File === AiLog=0AiRedir=0CameraMaxDistance=1000CheckGlCaps=1ColorBits=32ConsoleMaxLines=10ConsoleTimeout=20DayTime=1000.00DebugMode=0DepthBits=32FactoryGraphics=OpenGLFactorySound=DirectSound8FastestSpeed=2.00Filter=BilinearFilterMaxAnisotropy=1FirstTime=0FocusArrows=1FogOfWar=0FogOfWarSmoothing=1FogOfWarSmoothingFrameSkip=3FontConsole=VerdanaFontDisplay=VerdanaFontMenu=VerdanaLang=english.lngMaxLights=1NetworkConsistencyChecks=1PhotoMode=1Platform=WindowsRandStartLocs=1RefreshFrequency=75ScreenHeight=768ScreenWidth=1024ServerIp=192.168.1.100ServerPort=6666ShadowAlpha=0.20ShadowFrameSkip=2ShadowTextureSize=512Shadows=ProjectedSlowestSpeed=0.25SoundStaticBuffers=16SoundStreamingBuffers=4SoundVolumeAmbient=80SoundVolumeFx=80SoundVolumeMusic=90StencilBits=0Textures3D=1Windowed=0
But you see there is no "Max distance" variable, and I promise the engine works fine.
//perspective valuesconst float Renderer::perspFov= 60.f;const float Renderer::perspNearPlane= 1.f;const float Renderer::perspFarPlane= 50.f;... clipping= photoMode ? perspFarPlane*100 : perspFarPlane; glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(perspFov, metrics.getAspectRatio(), perspNearPlane, clipping);
Idawin wrote:Ah, now it works, but it goes terribly sloooooow!How can you make the quality lower/what things can be changed to make it render faster.Disabling Shadows does a lot but it still is a pain to get to full map...