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video_aspect
Sets the width / height ratio of the monitor, allowing the games to run in wide screen or normal (4 / 3) screen mode.
void main() { // video_aspect = 4./3.; // start in 4 / 3 mode video_aspect = 16./9.; // start in 16 / 9 widescreen mode - force this aspect // video_aspect = 16./10.; // start in 16 / 10 widescreen mode level_load (test_wmb); fps_max = 70; video_mode = 7; // run in 800x600 pixels if possible video_depth = 32; // 32 bit mode }
screen_size
Allows us to set arbitrary engine window sizes.
void main() { screen_size.x = 240; // start the game in QVGA mode (320 x 240 pixels, similar to a pda) screen_size.y = 320; level_load (test_wmb); fps_max = 70; video_depth = 32; // 32 bit mode }
Blurred stencil shadows
The built-in st_stencilblur.fx effect file blurs the stencil shadows with a Poisson filter, making them look much better.
#include <acknex.h> #include <default.c> #include <mtlView.c> // include the built-in Poisson filter
STRING* test_wmb = "test.wmb";
void main() { shadow_stencil = 3; // use accelerated z-pass shadows stencil_blur(1); // blur the shadows using the built-in Poisson shader level_load (test_wmb); video_screen = 1; // start in full screen mode fps_max = 70; video_mode = 7; // run in 800x600 pixels video_depth = 32; // 32 bit mode }
action my_soldier() // simple test action { set (my, SHADOW); }
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