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[spline/bezier]Add an option for hardware tessellation.
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@ -493,6 +493,7 @@ static ConfigSetting graphicsSettings[] = {
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// Not really a graphics setting...
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ReportedConfigSetting("TimerHack", &g_Config.bTimerHack, &DefaultTimerHack, true, true),
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ReportedConfigSetting("SplineBezierQuality", &g_Config.iSplineBezierQuality, 2, true, true),
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ReportedConfigSetting("HardwareTessellation", &g_Config.bHardwareTessellation, false, true, true),
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ReportedConfigSetting("PostShader", &g_Config.sPostShaderName, "Off", true, true),
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ReportedConfigSetting("MemBlockTransferGPU", &g_Config.bBlockTransferGPU, true, true, true),
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@ -212,6 +212,7 @@ public:
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bool bDisableSlowFramebufEffects;
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bool bFragmentTestCache;
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int iSplineBezierQuality; // 0 = low , 1 = Intermediate , 2 = High
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bool bHardwareTessellation;
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std::string sPostShaderName; // Off for off.
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bool bGfxDebugOutput;
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@ -280,6 +280,9 @@ void GameSettingsScreen::CreateViews() {
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});
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beziersChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
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CheckBox *tessellationHW = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTessellation, gr->T("Hardware Tessellation")));
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tessellationHW->SetEnabledPtr(&vtxCacheEnable_); // Same as Vertex Cache(!g_Config.bSoftwareRendering && g_Config.bHardwareTransform)
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// In case we're going to add few other antialiasing option like MSAA in the future.
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// graphicsSettings->Add(new CheckBox(&g_Config.bFXAA, gr->T("FXAA")));
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graphicsSettings->Add(new ItemHeader(gr->T("Texture Scaling")));
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