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Diff Revisions 336 vs 337 for /trunk/Source Code/config.h

Diff revisions: vs.
  @@ -34,8 +34,8 @@
34 34
35 35 namespace Divide {
36 36 namespace Config {
37 - /// if this is false, a variable timestep will be used for the game loop
38 - const bool USE_FIXED_TIMESTEP = true;
37 + /// if this is false, a variable timestep will be used for the game loop
38 + const bool USE_FIXED_TIMESTEP = true;
39 39 /// How many textures to store per material.
40 40 /// bump(0) + opacity(1) + spec(2) + tex[3..MAX_TEXTURE_STORAGE - 1]
41 41 const unsigned int MAX_TEXTURE_STORAGE = 6;
  @@ -44,11 +44,11 @@
44 44 /// Application update rate divisor (how many draw calls per render call
45 45 /// e.g. 2 = 30Hz update rate at 60Hz rendering)
46 46 const unsigned int TICK_DIVISOR = 2;
47 - /// Application update rate
47 + /// Application update rate
48 48 const unsigned int TICKS_PER_SECOND = TARGET_FRAME_RATE / TICK_DIVISOR;
49 49 /// Maximum frameskip
50 50 const unsigned int MAX_FRAMESKIP = 5;
51 - const unsigned long long SKIP_TICKS = (1000 * 1000) / Config::TICKS_PER_SECOND;
51 + const unsigned long long SKIP_TICKS = (1000 * 1000) / Config::TICKS_PER_SECOND;
52 52 /// AI update frequency
53 53 const unsigned int AI_THREAD_UPDATE_FREQUENCY = TICKS_PER_SECOND;
54 54 /// Maximum number of instances of a single mesh with a single draw call
  @@ -66,7 +66,7 @@
66 66 const unsigned int PRIMITIVE_RESTART_INDEX_S = (unsigned int)(1 << 15);
67 67 /// Terrain LOD configuration
68 68 /// Camera distance to the terrain chunk is calculated as follows:
69 - /// vector EyeToChunk = terrainBoundingBoxCenter - EyePos; cameraDistance = EyeToChunk.length();
69 + /// vector EyeToChunk = terrainBoundingBoxCenter - EyePos; cameraDistance = EyeToChunk.length();
70 70 /// Number of LOD levels for the terrain
71 71 const unsigned int TERRAIN_CHUNKS_LOD = 3;
72 72 /// How many grass elements (3 quads p.e.) to add to each terrain element
  @@ -101,25 +101,25 @@
101 101 const bool DISABLE_PERSISTENT_BUFFER = true;
102 102 };
103 103
104 - namespace Assert {
104 + namespace Assert {
105 105 #if defined(_DEBUG)
106 106 /// Log assert fails messages to the error log file
107 - const bool LOG_ASSERTS = true;
107 + const bool LOG_ASSERTS = true;
108 108 /// Do not call the platform "assert" function in order to continue application execution
109 - const bool CONTINUE_ON_ASSERT = false;
109 + const bool CONTINUE_ON_ASSERT = false;
110 110 /// Popup a GUI Message Box on asserts;
111 - const bool SHOW_MESSAGE_BOX = false;
111 + const bool SHOW_MESSAGE_BOX = false;
112 112 #elif defined(_PROFILE)
113 - const bool LOG_ASSERTS = true;
114 - const bool CONTINUE_ON_ASSERT = false;
115 - const bool SHOW_MESSAGE_BOX = false;
113 + const bool LOG_ASSERTS = true;
114 + const bool CONTINUE_ON_ASSERT = false;
115 + const bool SHOW_MESSAGE_BOX = false;
116 116 #else //_RELEASE
117 - const bool LOG_ASSERTS = false;
118 - const bool CONTINUE_ON_ASSERT = false;
119 - const bool SHOW_MESSAGE_BOX = false;
117 + const bool LOG_ASSERTS = false;
118 + const bool CONTINUE_ON_ASSERT = false;
119 + const bool SHOW_MESSAGE_BOX = false;
120 120 #endif
121 - }
122 -
121 + }
122 +
123 123 namespace Lighting {
124 124 /// How many lights total to use in the application (4 should be enough)
125 125 const unsigned int MAX_LIGHTS_PER_SCENE = 4;
  @@ -197,7 +197,7 @@
197 197 ///0 = EASTL
198 198 ///1 = STL
199 199 #ifndef VECTOR_IMP
200 - #define VECTOR_IMP 0
200 + #define VECTOR_IMP 0
201 201 #endif //VECTOR_IMP
202 202
203 203 ///Use boost, eastl or stl hash maps / unordered maps