Subversion Repository Public Repository

Divide-Framework

This repository has no backups
This repository's network speed is throttled to 100KB/sec

Diff Revisions 330 vs 331 for /trunk/Source Code/config.h

Diff revisions: vs.
  @@ -36,11 +36,13 @@
36 36 namespace Config {
37 37 /// if this is false, a variable timestep will be used for the game loop
38 38 const bool USE_FIXED_TIMESTEP = true;
39 - /// How many textures to store per material. bump(0) + opacity(1) + spec(2) + tex[3..MAX_TEXTURE_STORAGE - 1]
39 + /// How many textures to store per material.
40 + /// bump(0) + opacity(1) + spec(2) + tex[3..MAX_TEXTURE_STORAGE - 1]
40 41 const unsigned int MAX_TEXTURE_STORAGE = 6;
41 42 /// Application desired framerate for physics simulations
42 43 const unsigned int TARGET_FRAME_RATE = 60;
43 - /// Application update rate divisor (how many draw calls per render call e.g. 2 = 30Hz update rate at 60Hz rendering)
44 + /// Application update rate divisor (how many draw calls per render call
45 + /// e.g. 2 = 30Hz update rate at 60Hz rendering)
44 46 const unsigned int TICK_DIVISOR = 2;
45 47 /// Application update rate
46 48 const unsigned int TICKS_PER_SECOND = TARGET_FRAME_RATE / TICK_DIVISOR;
  @@ -67,13 +69,17 @@
67 69 /// Terrain LOD configuration
68 70 /// Camera distance to the terrain chunk is calculated as follows:
69 71 /// vector EyeToChunk = terrainBoundingBoxCenter - EyePos; cameraDistance = EyeToChunk.length();
70 - const unsigned int TERRAIN_CHUNKS_LOD = 3; //< Number of LOD levels for the terrain
71 - const unsigned int MAX_GRASS_BATCHES = 2000000; //< How many grass elements (3 quads p.e.) to add to each terrain element
72 + /// Number of LOD levels for the terrain
73 + const unsigned int TERRAIN_CHUNKS_LOD = 3;
74 + /// How many grass elements (3 quads p.e.) to add to each terrain element
75 + const unsigned int MAX_GRASS_BATCHES = 2000000;
72 76 /// SceneNode LOD selection
73 77 /// Distance computation is identical to the of the terrain (using SceneNode's bounding box)
74 78 const unsigned int SCENE_NODE_LOD = 3;
75 - const unsigned int SCENE_NODE_LOD0 = 100; //< Relative distance for LOD0->LOD1 selection
76 - const unsigned int SCENE_NODE_LOD1 = 180; //< Relative distance for LOD0->LOD2 selection
79 + /// Relative distance for LOD0->LOD1 selection
80 + const unsigned int SCENE_NODE_LOD0 = 100;
81 + /// Relative distance for LOD0->LOD2 selection
82 + const unsigned int SCENE_NODE_LOD1 = 180;
77 83 /// Edit the maximum number of concurrent threads that this application may start excluding tasks.
78 84 /// Default 2 without: Rendering + Update + A.I. + Networking + PhysX
79 85 const unsigned int THREAD_LIMIT = 2;
  @@ -85,18 +91,26 @@
85 91 const bool BATCH_DRAW_COMMANDS = false;
86 92 /// Profiling options
87 93 namespace Profile {
88 - const bool DISABLE_SHADING = false; //< use only a basic shader
89 - const bool DISABLE_DRAWS = false; //< skip all draw calls
90 - const bool USE_1x1_VIEWPORT = false; //< every viewport call is overriden with 1x1 (width x height)
91 - const bool USE_2x2_TEXTURES = false; //< textures are capped at 2x2 when uploaded to the GPU
92 - const bool DISABLE_PERSISTENT_BUFFER = true; //< disable persistently mapped buffers
94 + /// use only a basic shader
95 + const bool DISABLE_SHADING = false;
96 + /// skip all draw calls
97 + const bool DISABLE_DRAWS = false;
98 + /// every viewport call is overriden with 1x1 (width x height)
99 + const bool USE_1x1_VIEWPORT = false;
100 + /// textures are capped at 2x2 when uploaded to the GPU
101 + const bool USE_2x2_TEXTURES = false;
102 + /// disable persistently mapped buffers
103 + const bool DISABLE_PERSISTENT_BUFFER = true;
93 104 };
94 105
95 106 namespace Assert {
96 107 #if defined(_DEBUG)
97 - const bool LOG_ASSERTS = true; //< Log assert fails messages to the error log file
98 - const bool CONTINUE_ON_ASSERT = false; //< Do not call the platform "assert" function in order to continue application execution
99 - const bool SHOW_MESSAGE_BOX = true; //< Popup a GUI Message Box on asserts;
108 + /// Log assert fails messages to the error log file
109 + const bool LOG_ASSERTS = true;
110 + /// Do not call the platform "assert" function in order to continue application execution
111 + const bool CONTINUE_ON_ASSERT = false;
112 + /// Popup a GUI Message Box on asserts;
113 + const bool SHOW_MESSAGE_BOX = false;
100 114 #elif defined(_PROFILE)
101 115 const bool LOG_ASSERTS = true;
102 116 const bool CONTINUE_ON_ASSERT = false;
  @@ -125,11 +139,13 @@
125 139 const unsigned int LIGHT_GRID_MAX_DIM_Z = 256;
126 140
127 141 // Max screen size of 1920x1080
128 - const unsigned int LIGHT_GRID_MAX_DIM_X = ((1920 + LIGHT_GRID_TILE_DIM_X - 1) / LIGHT_GRID_TILE_DIM_X);
129 - const unsigned int LIGHT_GRID_MAX_DIM_Y = ((1080 + LIGHT_GRID_TILE_DIM_Y - 1) / LIGHT_GRID_TILE_DIM_Y);
142 + const unsigned int LIGHT_GRID_MAX_DIM_X = ((1920 + LIGHT_GRID_TILE_DIM_X - 1) /
143 + LIGHT_GRID_TILE_DIM_X);
144 + const unsigned int LIGHT_GRID_MAX_DIM_Y = ((1080 + LIGHT_GRID_TILE_DIM_Y - 1) /
145 + LIGHT_GRID_TILE_DIM_Y);
130 146
131 - // the maximum number of lights supported, this is limited by constant buffer size, commonly
132 - // this is 64kb, but AMD only seem to allow 2048 lights...
147 + /// the maximum number of lights supported, this is limited by constant buffer size, commonly
148 + /// this is 64kb, but AMD only seem to allow 2048 lights...
133 149 const unsigned int NUM_POSSIBLE_LIGHTS = 1024;
134 150 };
135 151 }; //namespace Config
  @@ -152,7 +168,8 @@
152 168 #define VC_EXTRALEAN
153 169 #endif //VC_EXTRALEAN
154 170 #endif //WIN32_LEAN_AND_MEAN
155 - ///If the target machine uses the nVidia Optimus layout (IntelHD + nVidia discreet GPU) this will force the engine to use the nVidia GPU always
171 + /// If the target machine uses the nVidia Optimus layout (IntelHD + nVidia discreet GPU)
172 + /// this will force the engine to use the nVidia GPU always
156 173 #ifndef FORCE_NV_OPTIMUS_HIGHPERFORMANCE
157 174 #define FORCE_NV_OPTIMUS_HIGHPERFORMANCE
158 175 #endif