Commit ebb18402 authored by hybrid's avatar hybrid

Add some info about creation parameters.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2090 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 250478a9
......@@ -80,13 +80,14 @@ namespace irr
//! Specifies if the stencil buffer should be enabled.
/** Set this to true, if you want the engine be able to draw
stencil buffer shadows. Note that not all devices are able to
use the stencil buffer. If they don't no shadows will be drawn.
use the stencil buffer, hence it can be ignored during device
creation. Without the stencil buffer no shadows will be drawn.
Default: false. */
bool Stencilbuffer;
//! Specifies vertical syncronisation.
/** If set to true, the driver will wait for the vertical
retrace period, otherwise not.
retrace period, otherwise not. May be silently ignored.
Default: false */
bool Vsync;
......@@ -99,6 +100,9 @@ namespace irr
writing a game/application with AntiAlias switched on, it would
be a good idea to make it possible to switch this option off
again by the user.
The value is the maximal antialiasing factor requested for
the device. The cretion method will automatically try smaller
values if no window can be created with the diven value.
Value one is usually the same as 0 (disabled), but might be a
special value on some platforms. On D3D devices it maps to
NONMASKABLE.
......@@ -110,6 +114,9 @@ namespace irr
buffer with an alpha channel, e.g. when rendering into a
transparent window or overlay. If this flag is set the device
tries to create a framebuffer with alpha channel.
If this flag is set, only color buffers with alpha channel
are considered. Otherwise, it depends on the actual hardware
if the colorbuffer has an alpha channel or not.
Default value: false */
bool WithAlphaChannel;
......
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