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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreConfig.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __Config_H_ #define __Config_H_ // Read configuration options; some systems use an auto-generated config.h, // other use a manually generated config.h; in any case just define // HAVE_CONFIG_H to include the custom config.h file. #ifdef HAVE_CONFIG_H #include "config.h" #endif /** If set to 1, profiling code will be included in the application. When you are deploying your application you will probably want to set this to 0 */ #define OGRE_PROFILING 0 /** There are three modes for handling asserts in OGRE: 0 - STANDARD - Standard asserts in debug builds, nothing in release builds 1 - RELEASE_EXCEPTIONS - Standard asserts in debug builds, exceptions in release builds 2 - EXCEPTIONS - Exceptions in debug builds, exceptions in release builds */ #define OGRE_ASSERT_MODE 0 /** If set to >0, OGRE will always 'think' that the graphics card only has the number of texture units specified. Very useful for testing multipass fallback. */ #define OGRE_PRETEND_TEXTURE_UNITS 0 /** If set to 1, Real is typedef'ed to double. Otherwise, Real is typedef'ed to float. Setting this allows you to perform mathematical operations in the CPU (Quaternion, Vector3 etc) with more precision, but bear in mind that the GPU still operates in single-precision mode. */ #ifndef OGRE_DOUBLE_PRECISION #define OGRE_DOUBLE_PRECISION 0 #endif /** Define number of texture coordinate sets allowed per vertex. */ #define OGRE_MAX_TEXTURE_COORD_SETS 6 /** Define max number of texture layers allowed per pass on any card. */ #define OGRE_MAX_TEXTURE_LAYERS 16 /** Define max number of lights allowed per pass. */ #define OGRE_MAX_SIMULTANEOUS_LIGHTS 8 /** Define max number of blending weights allowed per vertex. */ #define OGRE_MAX_BLEND_WEIGHTS 4 /** Define this if you want to link OGRE as a static lib (preferably as a project file) */ //#define OGRE_STATIC_LIB /** Set this to 0 if you want to use the standard memory manager in Debug builds Release builds always use the standard memory manager */ #ifndef OGRE_DEBUG_MEMORY_MANAGER #define OGRE_DEBUG_MEMORY_MANAGER 0 #endif /** Define max number of multiple render targets (MRTs) to render to at once. */ #define OGRE_MAX_MULTIPLE_RENDER_TARGETS 8 /** Indicate general support for multithreading. This will enable threading support in certain parts of the engine, mainly resource loading and SharedPtr handling. The places where threading is available are clearly marked, you should assume state is NOT thread safe unless otherwise stated in relation to this flag. */ #ifndef OGRE_THREAD_SUPPORT #define OGRE_THREAD_SUPPORT 0 #endif /** Disables use of the FreeImage image library for loading images. WARNING: Use only when you want to provide your own image loading code via codecs. */ #ifndef OGRE_NO_FREEIMAGE #define OGRE_NO_FREEIMAGE 0 #endif /** Disables use of the DevIL image library for loading images. By default DevIL is disabled in Eihort in favour of FreeImage, but you may re-enable it if you choose */ #ifndef OGRE_NO_DEVIL #define OGRE_NO_DEVIL 1 #endif /** Disables use of the internal image codec for loading DDS files. WARNING: Use only when you want to provide your own image loading code via codecs. */ #ifndef OGRE_NO_DDS_CODEC #define OGRE_NO_DDS_CODEC 0 #endif #endif
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