I have found this. Which bit is it?
;
; Racer - Graphics settings
;
resolution
{
; Resolution to play in
fullscreen=0
;width=1280
;height=1024
;width=1024
;height=768
width=1024
height=768
bits=32
; Frequency is NYI
frequency=-1
}
window
{
; On X-Windows systems, should we let the window manager manage us?
; (this gives a border)
manage=1
}
fx
{
; #ms per fx interval (things like skidmarks, smoke etc)
interval=50
; Oops, use debug.ini's gfx.reflections for now
reflections=0
; Note that some fog parameters are defined in <track>/special.ini
; Enable fog?
fog=1
; Fog hint; 0=don't care, 1=fastest, 2=nicest
fog_hint=2
; Forward visibility (in good weather conditions) in meters
visibility=750
; Use track lighting?
track_lighting=1
; Draw the sky? (turn it off for more performance)
sky_enable=1
; Skid marks; number of skid mark points
skid_mark_buffer=100
skid_mark_enable=1
sun
{
; Sun white-out factor; the bigger, the more whiteout. Try 50000 first.
whiteout=50000
; Visibility method; 0=always (if in frustum), 1=zbuffer, 2=raytrace (NYI)
visibility_method=1
; Flare textures (8 textures, 0..4 each); avoid texture switches
; by keeping equal textures together (i.e. 0 1 1 instead of 1 0 1)
texture=0 1 1 2 3 3 4 4
; Length of flare distance to sun (1=sun itself, 0=center of screen,
; -1 is mirrored across screen center)
length=1.0 0.5 0.33 0.6 0.4 -0.25 0.2 -1
; Size scaling; 1=128x128, <1=smaller, >1=bigger
size=1.0 .5 .25 0.8 .5 .25 .25 1.2
}
; Motion blur alpha; 0=no blur, 255=superblur (non-functional yet)
blur_alpha=100
; Enable?
blur_enable=0
}
filter
{
; Use mipmapping? 0=none, 1=nearest, 2=linear
mipmap=2
; Use trilinear filtering? If mipmap=0 and trilinear=1,
; bilinear filtering is used instead.
trilinear=1
; Max anisotropy; the higher, the better the filtering
; Only supported on some cards. Values 1..?. 1 will not use any
; anisotropy, starting from 2 you'll get results.
max_anisotropy=1
}
envmap
{
; Enable environment mapping?
enable=1
; Default environment map image for environment mapping
;default_texture=smap_purple.tga
default_texture=smap_whitesun_add.tga
}
shadow
{
; Keeping the shadow above the track
;polygon_offset_factor=-10
;polygon_offset_units=0
}
view
{
; Render area
render
{
wid=800
hgt=600
y=0
}
; Rendering distance
;visibility=100
}
-Elliot