Modding, Mission Design, and Coding > Cross-Platform Development

Linux Newbies?

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Taristin:
Until this point.....

taylor:

--- Quote ---Originally posted by WMCoolmon

--- Code: ---$ ln -s /mnt/w2ke/games/freespace2/root_fs2.vp root_fs2.vp
--- End code ---
[/B]
--- End quote ---

Actually you don't even have to do that much.  If you are in the target directory (when the links should end up) then this will be enough:

--- Code: ---$ ln -s /mnt/w2ke/games/freespace2/root_fs2.vp
--- End code ---
and it will keep the filename for the link name.  You only have to specify the target name if it's different.


An even faster way in this case though is to just do this:

--- Code: ---$ ln -s /mnt/w2ke/games/freespace2/*.vp .
--- End code ---
making sure you put the last period in there and it will create all of the links at once in the current directory.

castor:
W00t! A Linux Forum :yes:
Sorry for off topic though :)

WMCoolmon:
If using the NVIDIA driver, anti-aliasing and anisotropic filtering can be used with the environment variables "__GL_FSAA_MODE" and "__GL_LOG_MAX_ANISO".

Relevant section from the current latest NVIDIA driver readme:

--- Quote ---FULL SCENE ANTIALIASING

Antialiasing is a technique used to smooth the edges of objects in a
scene to reduce the jagged "stairstep" effect that sometimes appears.
Full-scene antialiasing is supported on GeForce or newer hardware.
By setting the appropriate environment variable, you can enable full-scene
antialiasing in any OpenGL application on these GPUs.

Several anti-aliasing methods are available and you can select between
them by setting the __GL_FSAA_MODE environment variable appropriately.
Note that increasing the number of samples taken during FSAA rendering
may decrease performance.

The following tables describe the possible values for __GL_FSAA_MODE
and their effect on various NVIDIA GPUs.

__GL_FSAA_MODE  GeForce, GeForce2, Quadro, and Quadro2 Pro
-----------------------------------------------------------------------
  0             FSAA disabled
  1             FSAA disabled
  2             FSAA disabled
  3             1.5 x 1.5 Supersampling
  4             2 x 2 Supersampling
  5             FSAA disabled
  6             FSAA disabled
  7             FSAA disabled



__GL_FSAA_MODE  GeForce4 MX, GeForce4 4xx Go, Quadro4 380,550,580 XGL,
                and Quadro4 NVS
-----------------------------------------------------------------------
  0             FSAA disabled
  1             2x Bilinear Multisampling
  2             2x Quincunx Multisampling
  3             FSAA disabled
  4             2 x 2 Supersampling
  5             FSAA disabled
  6             FSAA disabled
  7             FSAA disabled


__GL_FSAA_MODE  GeForce3, Quadro DCC, GeForce4 Ti, GeForce4 4200 Go,
                and Quadro4 700,750,780,900,980 XGL
-----------------------------------------------------------------------
  0             FSAA disabled
  1             2x Bilinear Multisampling
  2             2x Quincunx Multisampling
  3             FSAA disabled
  4             4x Bilinear Multisampling
  5             4x Gaussian Multisampling
  6             2x Bilinear Multisampling by 4x Supersampling
  7             FSAA disabled


__GL_FSAA_MODE  GeForce FX, Quadro FX
-----------------------------------------------------------------------
  0             FSAA disabled
  1             2x Bilinear Multisampling
  2             2x Quincunx Multisampling
  3             FSAA disabled
  4             4x Bilinear Multisampling
  5             4x Gaussian Multisampling
  6             2x Bilinear Multisampling by 4x Supersampling
  7             4x Bilinear Multisampling by 4x Supersampling
  8             4x Bilinear Multisampling by 2x Supersampling
               (available on GeForce FX and later GPUS; not available
                on Quadro GPUs)


ANISOTROPIC TEXTURE FILTERING

Automatic anisotropic texture filtering can be enabled by setting
the environment variable __GL_LOG_MAX_ANISO.  The possible values
are:

  0     No anisotropic filtering
  1     2x anisotropic filtering
  2     4x anisotropic filtering
  3     8x anisotropic filtering
  4     16x anisotropic filtering

4x and greater are only available on GeForce3 or newer GPUS; 16x is only
available on GeForce 6800 or newer GPUs.
--- End quote ---

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