sce->r.bake_osa= 5;
sce->r.bake_flag= R_BAKE_CLEAR;
sce->r.bake_normal_space= R_BAKE_SPACE_TANGENT;
-
- sce->r.xplay= 640;
- sce->r.yplay= 480;
- sce->r.freqplay= 60;
- sce->r.depth= 32;
sce->r.scemode= R_DOCOMP|R_DOSEQ|R_EXTENSION;
sce->r.stamp= R_STAMP_TIME|R_STAMP_FRAME|R_STAMP_DATE|R_STAMP_SCENE|R_STAMP_CAMERA;
sce->r.threads= 1;
-
- sce->r.stereomode = 1; // no stereo
- sce->r.domeangle = 180;
- sce->r.domemode = 1;
- sce->r.domeres = 4;
- sce->r.domeresbuf = 1.0f;
- sce->r.dometilt = 0;
sce->r.simplify_subsurf= 6;
sce->r.simplify_particles= 1.0f;
/* note; in header_info.c the scene copy happens..., if you add more to renderdata it has to be checked there */
scene_add_render_layer(sce);
+ /* game data */
+ sce->gm.stereoflag = STEREO_NOSTEREO;
+ sce->gm.stereomode = STEREO_ANAGLYPH;
+ sce->gm.dome.angle = 180;
+ sce->gm.dome.mode = DOME_FISHEYE;
+ sce->gm.dome.res = 4;
+ sce->gm.dome.resbuf = 1.0f;
+ sce->gm.dome.tilt = 0;
+
+ sce->gm.xplay= 800;
+ sce->gm.yplay= 600;
+ sce->gm.freqplay= 60;
+ sce->gm.depth= 32;
+
+ sce->gm.gravity= 9.8f;
+ sce->gm.physicsEngine= WOPHY_BULLET;
+ sce->gm.mode = 32; //XXX ugly harcoding, still not sure we should drop mode. 32 == 1 << 5 == use_occlusion_culling
+ sce->gm.occlusionRes = 128;
+ sce->gm.ticrate = 60;
+ sce->gm.maxlogicstep = 5;
+ sce->gm.physubstep = 1;
+ sce->gm.maxphystep = 5;
+
return sce;
}