General Options

Vanda Engine 1.3.3

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General Options
  

To access General Options, choose Tools | General Options... from the main menu. This dialog lets you change several options of Vanda Engine 1.
 
Some of these changes will take affect the next time you run Vanda Engine 1 editor.
 
Shader
Lets you enable or disable shaders. If Vanda Engine 1 can initialize GLSL or  shaders, this checkbox becomes enabled by default. Otherwise, this checkbox becomes grayed and you can not change its status.
 
Multisampling
Multisampling is a type of anti-aliasing, a technique used in computer graphics to improve image quality. This entry allows you to enable or disable this feature and specify number of samples. If your OpenGL implementation supports multisampling, this feature is enabled by default. Otherwise,  this checkbox becomes grayed and you can not change its status. More samples increase the quality, but affect the performance.
 
Anisotropic Texture Filtering
Anisotropic filtering is a method of enhancing the image quality of textures on surfaces of geometries that are at oblique viewing angles with respect to the active camera. This entry allows you to enable or disable this feature and specify number of samples. If your OpenGL implementation supports anisotropic texture filtering, this feature is enabled by default. Otherwise,  this checkbox becomes grayed and you can not change its status. More samples increase the quality, but affect the performance.
 
Framebuffer Object
Framebuffer Objects are a mechanism for rendering to images other than the default OpenGL Default Framebuffer. They are OpenGL Objects that allow you to render directly to textures, as well as blitting from one framebuffer to another.This entry allows you to enable or disable this feature. If your implementation does not support Framebuffer Objects, this checkbox becomes grayed and  Vanda Engine 1 uses old rendering styles to render your scene.
 
Vertex Buffer Object
A Vertex Buffer Object is an OpenGL feature that provides methods for uploading data (vertex, normal vector, color, etc.) to the video device for non-immediate-mode rendering. VBOs offer substantial performance gains over immediate mode rendering primarily because the data resides in the video device memory rather than the system memory and so it can be rendered directly by the video device. If your OpenGL implementation does not support this feature, this checkbox becomes grayed and Vanda Engine 1 uses immediate mode rendering. Otherwise, this checkbox lets you enable or disable Vertex Buffer Objects.
 
Disable VSync
VSync stands for Vertical Synchronization and synchronizes your FPS with your monitor's refresh rate. The purpose is to eliminate something called "tearing". Every CRT monitor has a refresh rate. It's specified in Hz (Hertz, cycles per second). It is the number of times the monitor updates the display per second. FPS is how many frames the video card can draw per second. Higher is obviously better. However, during a fast paced game, your FPS rarely stays the same all the time. It moves around as the complexity of the image the video card has to draw changes based on what you are seeing. This is where tearing comes in.
Tearing is a phenomenon that gives a disjointed image. The idea is as if you took a photograph of something, then rotated your vew maybe just 1 degree to the left and took a photograph of that, then cut the two pictures in half and taped the top half of one to the bottom half of the other. The images would be similar but there would be a notable difference in the top half from the bottom half. This is what is called tearing on a visual display. It doesn't always have to be cut right in the middle. It can be near the top or the bottom and the separation point can actually move up or down the screen, or seem to jump back and forth between two points.
VSync solves this problem by creating a rule that says the back buffer can't copy to the frame buffer until right after the monitor refreshes. If you're playing a game that has a framerate that routinely stays above your refresh rate, then VSync will generally be a good thing. However if it's a game that moves above and below the refresh rate or even worse, lays at an FPS that is just below the refresh rate, then VSync can become annoying. In this case, it's a better idea to disable VSync.
This options lets you enable or disable VSync.
 
Water Reflection
Lets you enable or disable whole scene water reflections.
 
Show Welcome Dialog
Lets you show or hide the Welcome Dialog while initializing Vanda Engine 1.
  
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