Video settings flags | |
#define | VIEW_2D 0 |
view a 2D scene (default) | |
#define | VIEW_3D_ORTHO 0100 |
view a 3D scene using orthographic projection | |
#define | VIEW_3D_PERSP 0200 |
view a 3D scene using perspective projection | |
#define | ANG_DEG 0 |
measure angles in degrees (default) | |
#define | ANG_PI 0100000 |
measure angles in radians | |
#define | DST_DEG 0 |
measure space in degrees | |
#define | DST_PIX 010000 |
measure space in pixels | |
#define | NO_BLEND 0 |
do not blend objects when they overlap (default) | |
#define | BLEND_ADD 01000 |
blend overlapping objects by adding their pixel intensities | |
#define | BLEND_TRANSPARENT 02000 |
blend overlapping objects transparently | |
#define | NO_STEREO 0 |
no stereo rendering to be used (default) | |
#define | STEREO_SPLIT 010 |
implement stereo by splitting the window into left and right eye halfs | |
#define | STEREO_COLOR_RG 020 |
implement stereo by showing the left-eye image in red and the right-image image in green | |
#define | STEREO_COLOR_RB 030 |
implement stereo by showing the left-eye image in red and the right-image image in blue | |
#define | STEREO_GOGGLES 040 |
implement stereo by showing the left-eye image and the right-eye image in interleved video-frames (a stereo-enabled videocard, e.g. NVIDIA Quadro, and shutter glasses, e.g. StereoGraphics CrystalEyes are needed) | |
#define | BITS8 0 |
8 bits pixel depth (default) | |
#define | BITS10 01 |
10 bits pixel depth by 2x2 pixel-block dithering | |
#define | BITSPP 02 |
14 bits pixel depth when used with BITS++ CRS hardware in MONO++ regime |
#define BITS8 0 |
Regular video cards store pixel information in 3 bytes: one byte per RGB color. This allows to simultaneously display only 256 levels of gray on the screen or less, if gamma-correction was done. PEACH can extend this number to 10 bits per pixel (1024 levels) by 2x2 pixel-block dithering (BITS10), or to 14 bits when used with BITS++ Cambridge Research Systems hardware (BITSPP).
#define BLEND_ADD 01000 |
In RGBA mode, pixels can be drawn using a function that blends the incoming (source) RGBA values with the RGBA values that are already in the frame buffer (the destination values). Blending is disabled by default. Use BLEND_ADD flag to enable blending if you want to add two objects without making them transparent.
#define BLEND_TRANSPARENT 02000 |
In RGBA mode, pixels can be drawn using a function that blends the incoming (source) RGBA values with the RGBA values that are already in the frame buffer (the destination values). Blending is disabled by default. Use BLEND_TRANSPARENT flag to enable blending if you want to transparently overlay two objects.
#define NO_BLEND 0 |
No blending will be done when two objects overlap. The laterst object drawn will overwrite the previous objects, where they overlap.