impact emu D3D renderer for DirectX 7 !
---------------------------------------

Keys:
INSERT  - Show FPS
PAGE UP - Toggle frame skipping on/off (default: off)
PAGE DN - Toggle FPS limitation on/off (default: off)
HOME    - Toggles between auto(default)/25/30/50/60 FPS limit
END     - Toggle texture alignment on/off (default: on)

Here are some hints and explanations for using the impact
D3D renderer.

Most important: you will need DirectX 7 !!!

General hints
-------------

If your card is a nVidia TNT/TNT2/GeForce: use the OpenGL renderer!
If your card is a 3dfx card (Voodoo1/Voodoo2/Voodoo3/Banshee):use the Glide renderer!
If your card is a Matrox/ATI/whatever...: try this renderer :)

Fullscreen/window settings
--------------------------
Shouldn't be hard to understand...
Strange enuff: fullscreen mode is slower with the current nVidia
drivers as window mode...

Texture format
--------------

The renderer is using the selected texture color format.
If a texture format is not supported (for example 8-8-8-8 textures
on 3dfx cards), the screen will just display some garbage...

Texture caching
---------------

The caching modes are quite critical for the game performance.
Type 1 mode: stores just one palette for every texture part, so
games using more palettes will cause a constant texture upload.
Type 2 mode: stores up to five palettes for every texture part.
Most likely the fastest mode for 16 MB vram cards.
Type 3 mode: stores ALL different palettes for every texture part
(depending on the size of your cards vram, of course).
Could be the fastest mode for 8 MB vram cards.

Double blending
---------------

Enhances some games with brighter (more shiny) textures.

Some cards support the Modulate2x feature, so there will be
no performance loss. If your card doesn't, you can try the
software emulation, but that one will be slow.

Color dithering
---------------

If you are using a 16 bit color desktop, color dithering
will give you smoother color shadings. It's useless with
a 32 bit desktop (because in 32 bit the shading will be
already perfect :)

Bilinear filtering
------------------

Textures will be looking less sharp. Some ppl like filtering,
some don't. Try it for yourself :)

Fast 'Excel' mode
-----------------

Makes the 'Excel' stages in SFEXP2 lotta faster... but could 
cause some gliches, too :( 
Not much speed differences with other games, though. If you want
to be on the 'sure' side (avoiding bad effects), disable the
option.

Texture alignment (toggle with the END key in game)
-----------------

Reduces gaps in the Rival School loading screen (showing the
selected characters), if it is activated (default).
Can cause some small missing parts in some characters in SFEXP2,
though (turn it off if you are playing that game).

Frame skipping/limit (toggle with pageup/pagedown/home keys)
--------------------

That options (and the texture alignment one) will be included
in the configuration dialog in one of the next renderer versions.











