Migrated Alchemy | Thanks to DrGreen!

This commit is contained in:
Nekura
2025-05-17 16:00:06 +02:00
parent c6a560fb90
commit be81bde9dd

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@@ -46,7 +46,6 @@ shipclass.dll
;REM
REM-Client.dll
MinHook.x86.dll
;;EMAURER now include any DLLs used only in development.
@include FL_DevOnlyLibs.ini
@@ -124,23 +123,15 @@ FORCE_FREQ_CONTROL_TO_SW = false
max3DPan = 15
[Alchemy]
;EMAURER added this line to fix problem with runtime alchemy running out of vertex buffer
;maxVertices and maxIndices are now determined by alchemy based on the particle pools
;Alchemy.maxVertices ~= 11100
;Alchemy.maxIndices ~= 28200
Alchemy.useMaterialBatcher = false
; (note: 1000 is default poolsize)
FxBasicAppearance.poolSize = 10000 ; each particle can generate: 4 verts 6, indices
FxRectAppearance.poolSize = 4000 ; each particle can generate: 4 verts 6, indices
FxPerpAppearance.poolSize = 2500 ; each particle can generate: 4 verts 6, indices
FxOrientedAppearance.poolSize = 1000 ; each particle can generate: 4 verts 6, indices
FLBeamAppearance.poolSize = 6800 ; custom app from flalchemy.dll: each particle can generate: 5 verts 24 indices
FLDustAppearance.poolSize = 2500 ; custom app from flalchemy.dll: each particle can generate: 4 verts 6 indices
;---------------------- total = 26000 -------;
;
FxMeshAppearance.poolSize = 5000 ; generates meshes not particles; need enough of these for all tradelane rings in a system.
FxParticleAppearance.poolSize = 1000 ; generates effects not particles
FxBasicAppearance.poolSize = 50000
FxRectAppearance.poolSize = 20000
FxPerpAppearance.poolSize = 12500
FxOrientedAppearance.poolSize = 0
FLBeamAppearance.poolSize = 30000
FLDustAppearance.poolSize = 12500
FxMeshAppearance.poolSize = 20000
FxParticleAppearance.poolSize = 5000
[BatchedMaterials]
Type = .*OcOt