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Remove unused locale-like code, utf8 functions and headers
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@ -348,54 +348,6 @@ the engine will no longer read .png images. */
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#undef _IRR_COMPILE_WITH_LIBPNG_
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#endif
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//! Define _IRR_D3D_NO_SHADER_DEBUGGING to disable shader debugging in D3D9
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/** If _IRR_D3D_NO_SHADER_DEBUGGING is undefined in IrrCompileConfig.h,
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it is possible to debug all D3D9 shaders in VisualStudio. All shaders
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(which have been generated in memory or read from archives for example) will be emitted
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into a temporary file at runtime for this purpose. To debug your shaders, choose
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Debug->Direct3D->StartWithDirect3DDebugging in Visual Studio, and for every shader a
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file named 'irr_dbg_shader_%%.vsh' or 'irr_dbg_shader_%%.psh' will be created. Drag'n'drop
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the file you want to debug into visual studio. That's it. You can now set breakpoints and
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watch registers, variables etc. This works with ASM, HLSL, and both with pixel and vertex shaders.
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Note that the engine will run in D3D REF for this, which is a lot slower than HAL. */
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#define _IRR_D3D_NO_SHADER_DEBUGGING
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#ifdef NO_IRR_D3D_NO_SHADER_DEBUGGING
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#undef _IRR_D3D_NO_SHADER_DEBUGGING
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#endif
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//! Define _IRR_D3D_USE_LEGACY_HLSL_COMPILER to enable the old HLSL compiler in recent DX SDKs
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/** This enables support for ps_1_x shaders for recent DX SDKs. Otherwise, support
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for this shader model is not available anymore in SDKs after Oct2006. You need to
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distribute the OCT2006_d3dx9_31_x86.cab or OCT2006_d3dx9_31_x64.cab though, in order
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to provide the user with the proper DLL. That's why it's disabled by default. */
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//#define _IRR_D3D_USE_LEGACY_HLSL_COMPILER
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#ifdef NO_IRR_D3D_USE_LEGACY_HLSL_COMPILER
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#undef _IRR_D3D_USE_LEGACY_HLSL_COMPILER
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#endif
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//! Define _IRR_USE_NVIDIA_PERFHUD_ to opt-in to using the nVidia PerHUD tool
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/** Enable, by opting-in, to use the nVidia PerfHUD performance analysis driver
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tool <http://developer.nvidia.com/object/nvperfhud_home.html>. */
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#undef _IRR_USE_NVIDIA_PERFHUD_
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//! Define one of the three setting for Burning's Video Software Rasterizer
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/** So if we were marketing guys we could say Irrlicht has 4 Software-Rasterizers.
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In a Nutshell:
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All Burnings Rasterizers use 32 Bit Backbuffer, 32Bit Texture & 32 Bit Z or WBuffer,
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16 Bit/32 Bit can be adjusted on a global flag.
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BURNINGVIDEO_RENDERER_BEAUTIFUL
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32 Bit + Vertexcolor + Lighting + Per Pixel Perspective Correct + SubPixel/SubTexel Correct +
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Bilinear Texturefiltering + WBuffer
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BURNINGVIDEO_RENDERER_FAST
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32 Bit + Per Pixel Perspective Correct + SubPixel/SubTexel Correct + WBuffer +
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Bilinear Dithering TextureFiltering + WBuffer
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BURNINGVIDEO_RENDERER_ULTRA_FAST
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16Bit + SubPixel/SubTexel Correct + ZBuffer
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*/
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//! Uncomment the following line if you want to ignore the deprecated warnings
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//#define IGNORE_DEPRECATED_WARNING
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