X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=include%2FIrrCompileConfig.h;h=32f247b5affd15617d2a1b79bff1d9868452e3f4;hb=ac57007c556ba56a5674ece28dcfddcda51f5c9f;hp=1b98e35c245275d0da35fb08933c69a9af082cb1;hpb=75b4c05741e4cb42a0705341b2b696aa0e9a73c0;p=irrlicht.git diff --git a/include/IrrCompileConfig.h b/include/IrrCompileConfig.h index 1b98e35..32f247b 100644 --- a/include/IrrCompileConfig.h +++ b/include/IrrCompileConfig.h @@ -348,54 +348,6 @@ the engine will no longer read .png images. */ #undef _IRR_COMPILE_WITH_LIBPNG_ #endif -//! Define _IRR_D3D_NO_SHADER_DEBUGGING to disable shader debugging in D3D9 -/** If _IRR_D3D_NO_SHADER_DEBUGGING is undefined in IrrCompileConfig.h, -it is possible to debug all D3D9 shaders in VisualStudio. All shaders -(which have been generated in memory or read from archives for example) will be emitted -into a temporary file at runtime for this purpose. To debug your shaders, choose -Debug->Direct3D->StartWithDirect3DDebugging in Visual Studio, and for every shader a -file named 'irr_dbg_shader_%%.vsh' or 'irr_dbg_shader_%%.psh' will be created. Drag'n'drop -the file you want to debug into visual studio. That's it. You can now set breakpoints and -watch registers, variables etc. This works with ASM, HLSL, and both with pixel and vertex shaders. -Note that the engine will run in D3D REF for this, which is a lot slower than HAL. */ -#define _IRR_D3D_NO_SHADER_DEBUGGING -#ifdef NO_IRR_D3D_NO_SHADER_DEBUGGING -#undef _IRR_D3D_NO_SHADER_DEBUGGING -#endif - -//! Define _IRR_D3D_USE_LEGACY_HLSL_COMPILER to enable the old HLSL compiler in recent DX SDKs -/** This enables support for ps_1_x shaders for recent DX SDKs. Otherwise, support -for this shader model is not available anymore in SDKs after Oct2006. You need to -distribute the OCT2006_d3dx9_31_x86.cab or OCT2006_d3dx9_31_x64.cab though, in order -to provide the user with the proper DLL. That's why it's disabled by default. */ -//#define _IRR_D3D_USE_LEGACY_HLSL_COMPILER -#ifdef NO_IRR_D3D_USE_LEGACY_HLSL_COMPILER -#undef _IRR_D3D_USE_LEGACY_HLSL_COMPILER -#endif - -//! Define _IRR_USE_NVIDIA_PERFHUD_ to opt-in to using the nVidia PerHUD tool -/** Enable, by opting-in, to use the nVidia PerfHUD performance analysis driver -tool . */ -#undef _IRR_USE_NVIDIA_PERFHUD_ - -//! Define one of the three setting for Burning's Video Software Rasterizer -/** So if we were marketing guys we could say Irrlicht has 4 Software-Rasterizers. - In a Nutshell: - All Burnings Rasterizers use 32 Bit Backbuffer, 32Bit Texture & 32 Bit Z or WBuffer, - 16 Bit/32 Bit can be adjusted on a global flag. - - BURNINGVIDEO_RENDERER_BEAUTIFUL - 32 Bit + Vertexcolor + Lighting + Per Pixel Perspective Correct + SubPixel/SubTexel Correct + - Bilinear Texturefiltering + WBuffer - - BURNINGVIDEO_RENDERER_FAST - 32 Bit + Per Pixel Perspective Correct + SubPixel/SubTexel Correct + WBuffer + - Bilinear Dithering TextureFiltering + WBuffer - - BURNINGVIDEO_RENDERER_ULTRA_FAST - 16Bit + SubPixel/SubTexel Correct + ZBuffer -*/ - //! Uncomment the following line if you want to ignore the deprecated warnings //#define IGNORE_DEPRECATED_WARNING @@ -448,6 +400,11 @@ B3D, MS3D or X meshes */ #ifdef NO_IRR_COMPILE_WITH_PNG_LOADER_ #undef _IRR_COMPILE_WITH_PNG_LOADER_ #endif +//! Define _IRR_COMPILE_WITH_TGA_LOADER_ if you want to load .tga files +#define _IRR_COMPILE_WITH_TGA_LOADER_ +#ifdef NO_IRR_COMPILE_WITH_TGA_LOADER_ +#undef _IRR_COMPILE_WITH_TGA_LOADER_ +#endif //! Define _IRR_COMPILE_WITH_JPG_WRITER_ if you want to write .jpg files #define _IRR_COMPILE_WITH_JPG_WRITER_