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IrrCompileConfig.h File Reference

#include <stdio.h>

Go to the source code of this file.

Defines

#define _IRR_COMPILE_WITH_3DS_LOADER_
 Define _IRR_COMPILE_WITH_3DS_LOADER_ if you want to load 3D Studio Max files.
#define _IRR_COMPILE_WITH_B3D_LOADER_
 Define _IRR_COMPILE_WITH_B3D_LOADER_ if you want to use Blitz3D files.
#define _IRR_COMPILE_WITH_BMP_LOADER_
#define _IRR_COMPILE_WITH_BMP_WRITER_
 Define _IRR_COMPILE_WITH_BMP_WRITER_ if you want to write .bmp files.
#define _IRR_COMPILE_WITH_BSP_LOADER_
 Define _IRR_COMPILE_WITH_BSP_LOADER_ if you want to load Quake 3 BSP files.
#define _IRR_COMPILE_WITH_BURNINGSVIDEO_
 Define _IRR_COMPILE_WITH_BURNINGSVIDEO_ to compile the Irrlicht engine with Burning's video driver.
#define _IRR_COMPILE_WITH_COLLADA_LOADER_
 Define _IRR_COMPILE_WITH_COLLADA_LOADER_ if you want to load Collada files.
#define _IRR_COMPILE_WITH_COLLADA_WRITER_
 Define _IRR_COMPILE_WITH_COLLADA_WRITER_ if you want to write Collada files.
#define _IRR_COMPILE_WITH_CSM_LOADER_
 Define _IRR_COMPILE_WITH_CSM_LOADER_ if you want to load Cartography Shop files.
#define _IRR_COMPILE_WITH_DMF_LOADER_
 Define _IRR_COMPILE_WITH_DMF_LOADER_ if you want to load DeleD files.
#define _IRR_COMPILE_WITH_GUI_
 Define _IRR_COMPILE_WITH_GUI_ to compile the engine with the built-in GUI.
#define _IRR_COMPILE_WITH_IRR_MESH_LOADER_
 Define _IRR_COMPILE_WITH_IRR_MESH_LOADER_ if you want to load Irrlicht Engine .irrmesh files.
#define _IRR_COMPILE_WITH_IRR_WRITER_
 Define _IRR_COMPILE_WITH_IRR_WRITER_ if you want to write static .irr files.
#define _IRR_COMPILE_WITH_JOYSTICK_EVENTS_
 Define _IRR_COMPILE_WITH_JOYSTICK_SUPPORT_ if you want joystick events.
#define _IRR_COMPILE_WITH_JPG_LOADER_
 Define _IRR_COMPILE_WITH_JPG_LOADER_ if you want to load .jpg files.
#define _IRR_COMPILE_WITH_JPG_WRITER_
 Define _IRR_COMPILE_WITH_JPG_WRITER_ if you want to write .jpg files.
#define _IRR_COMPILE_WITH_LIBJPEG_
 Define _IRR_COMPILE_WITH_JPEGLIB_ to enable compiling the engine using libjpeg.
#define _IRR_COMPILE_WITH_LIBPNG_
 Define _IRR_COMPILE_WITH_LIBPNG_ to enable compiling the engine using libpng.
#define _IRR_COMPILE_WITH_LMTS_LOADER_
 Define _IRR_COMPILE_WITH_LMTS_LOADER_ if you want to load LMTools files.
#define _IRR_COMPILE_WITH_LWO_LOADER_
 Define _IRR_COMPILE_WITH_LWO_LOADER_ if you want to load Lightwave3D files.
#define _IRR_COMPILE_WITH_MD2_LOADER_
 Define _IRR_COMPILE_WITH_MD2_LOADER_ if you want to load Quake 2 animated files.
#define _IRR_COMPILE_WITH_MD3_LOADER_
 Define _IRR_COMPILE_WITH_MD3_LOADER_ if you want to load Quake 3 animated files.
#define _IRR_COMPILE_WITH_MS3D_LOADER_
 Define _IRR_COMPILE_WITH_B3D_LOADER_ if you want to Milkshape files.
#define _IRR_COMPILE_WITH_MY3D_LOADER_
 Define _IRR_COMPILE_WITH_MY3D_LOADER_ if you want to load MY3D files.
#define _IRR_COMPILE_WITH_OBJ_LOADER_
 Define _IRR_COMPILE_WITH_OBJ_LOADER_ if you want to load Wavefront OBJ files.
#define _IRR_COMPILE_WITH_OBJ_WRITER_
 Define _IRR_COMPILE_WITH_OBJ_WRITER_ if you want to write .obj files.
#define _IRR_COMPILE_WITH_OCT_LOADER_
 Define _IRR_COMPILE_WITH_OCT_LOADER_ if you want to load FSRad OCT files.
#define _IRR_COMPILE_WITH_OGRE_LOADER_
 Define _IRR_COMPILE_WITH_OGRE_LOADER_ if you want to load Ogre 3D files.
#define _IRR_COMPILE_WITH_OPENGL_
 Define _IRR_COMPILE_WITH_OPENGL_ to compile the Irrlicht engine with OpenGL.
#define _IRR_COMPILE_WITH_PCX_LOADER_
 Define _IRR_COMPILE_WITH_PCX_LOADER_ if you want to load .pcx files.
#define _IRR_COMPILE_WITH_PCX_WRITER_
 Define _IRR_COMPILE_WITH_PCX_WRITER_ if you want to write .pcx files.
#define _IRR_COMPILE_WITH_PNG_LOADER_
 Define _IRR_COMPILE_WITH_PNG_LOADER_ if you want to load .png files.
#define _IRR_COMPILE_WITH_PNG_WRITER_
 Define _IRR_COMPILE_WITH_PNG_WRITER_ if you want to write .png files.
#define _IRR_COMPILE_WITH_PPM_LOADER_
 Define _IRR_COMPILE_WITH_PPM_LOADER_ if you want to load .ppm/.pgm/.pbm files.
#define _IRR_COMPILE_WITH_PPM_WRITER_
 Define _IRR_COMPILE_WITH_PPM_WRITER_ if you want to write .ppm files.
#define _IRR_COMPILE_WITH_PSD_LOADER_
 Define _IRR_COMPILE_WITH_PSD_LOADER_ if you want to load .psd files.
#define _IRR_COMPILE_WITH_PSD_WRITER_
 Define _IRR_COMPILE_WITH_PSD_WRITER_ if you want to write .psd files.
#define _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
 Define _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_ if you want to use bone based.
#define _IRR_COMPILE_WITH_SOFTWARE_
 Define _IRR_COMPILE_WITH_SOFTWARE_ to compile the Irrlicht engine with software driver.
#define _IRR_COMPILE_WITH_STL_LOADER_
 Define _IRR_COMPILE_WITH_STL_LOADER_ if you want to load .stl files.
#define _IRR_COMPILE_WITH_STL_WRITER_
 Define _IRR_COMPILE_WITH_STL_WRITER_ if you want to write .stl files.
#define _IRR_COMPILE_WITH_TGA_LOADER_
 Define _IRR_COMPILE_WITH_TGA_LOADER_ if you want to load .tga files.
#define _IRR_COMPILE_WITH_TGA_WRITER_
 Define _IRR_COMPILE_WITH_TGA_WRITER_ if you want to write .tga files.
#define _IRR_COMPILE_WITH_WAL_LOADER_
 Define _IRR_COMPILE_WITH_WAL_LOADER_ if you want to load .wal files.
#define _IRR_COMPILE_WITH_X11_
 Define _IRR_COMPILE_WITH_X11_ to compile the Irrlicht engine with X11 support.
#define _IRR_COMPILE_WITH_X_LOADER_
 Define _IRR_COMPILE_WITH_X_LOADER_ if you want to use Microsoft X files.
#define _IRR_COMPILE_WITH_ZLIB_
 Define _IRR_COMPILE_WITH_ZLIB_ to enable compiling the engine using zlib.
#define _IRR_D3D_NO_SHADER_DEBUGGING
 Define _IRR_D3D_NO_SHADER_DEBUGGING to disable shader debugging in D3D9.
#define _IRR_LINUX_PLATFORM_
#define _IRR_LINUX_X11_VIDMODE_
#define _IRR_OPENGL_USE_EXTPOINTER_
 Define _IRR_OPENGL_USE_EXTPOINTER_ if the OpenGL renderer should use OpenGL extensions via function pointers.
#define _IRR_POSIX_API_
#define _IRR_USE_LINUX_DEVICE_
#define _IRR_USE_NON_SYSTEM_JPEG_LIB_
 Define _IRR_USE_NON_SYSTEM_JPEG_LIB_ to let irrlicht use the jpeglib which comes with irrlicht.
#define _IRR_USE_NON_SYSTEM_LIB_PNG_
 Define _IRR_USE_NON_SYSTEM_LIBPNG_ to let irrlicht use the libpng which comes with irrlicht.
#define _IRR_USE_NON_SYSTEM_ZLIB_
 Define _IRR_USE_NON_SYSTEM_ZLIB_ to let irrlicht use the zlib which comes with irrlicht.
#define BURNINGVIDEO_RENDERER_BEAUTIFUL
 Define _IRR_USE_NVIDIA_PERFHUD_ to opt-in to using the nVidia PerHUD tool.
#define IRRCALLCONV
#define IRRLICHT_API
 Set FPU settings.
#define IRRLICHT_SDK_VERSION   "1.5"
 Irrlicht SDK Version.


Define Documentation

#define _IRR_COMPILE_WITH_3DS_LOADER_

Define _IRR_COMPILE_WITH_3DS_LOADER_ if you want to load 3D Studio Max files.

Definition at line 229 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_B3D_LOADER_

Define _IRR_COMPILE_WITH_B3D_LOADER_ if you want to use Blitz3D files.

Definition at line 213 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_BMP_LOADER_

Define _IRR_COMPILE_WITH_BMP_LOADER_ if you want to load .bmp files Disabling this loader will also disable the built-in font

Definition at line 264 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_BMP_WRITER_

Define _IRR_COMPILE_WITH_BMP_WRITER_ if you want to write .bmp files.

Definition at line 281 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_BSP_LOADER_

Define _IRR_COMPILE_WITH_BSP_LOADER_ if you want to load Quake 3 BSP files.

Definition at line 235 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_BURNINGSVIDEO_

Define _IRR_COMPILE_WITH_BURNINGSVIDEO_ to compile the Irrlicht engine with Burning's video driver.

If you do not need this software driver, you can comment this define out.

Definition at line 105 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_COLLADA_LOADER_

Define _IRR_COMPILE_WITH_COLLADA_LOADER_ if you want to load Collada files.

Definition at line 231 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_COLLADA_WRITER_

Define _IRR_COMPILE_WITH_COLLADA_WRITER_ if you want to write Collada files.

Definition at line 256 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_CSM_LOADER_

Define _IRR_COMPILE_WITH_CSM_LOADER_ if you want to load Cartography Shop files.

Definition at line 233 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_DMF_LOADER_

Define _IRR_COMPILE_WITH_DMF_LOADER_ if you want to load DeleD files.

Definition at line 237 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_GUI_

Define _IRR_COMPILE_WITH_GUI_ to compile the engine with the built-in GUI.

Disable this if you are using an external library to draw the GUI. If you disable this then you will not be able to use anything provided by the GUI Environment, including loading fonts.

Definition at line 130 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_IRR_MESH_LOADER_

Define _IRR_COMPILE_WITH_IRR_MESH_LOADER_ if you want to load Irrlicht Engine .irrmesh files.

Definition at line 221 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_IRR_WRITER_

Define _IRR_COMPILE_WITH_IRR_WRITER_ if you want to write static .irr files.

Definition at line 254 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_JOYSTICK_EVENTS_

Define _IRR_COMPILE_WITH_JOYSTICK_SUPPORT_ if you want joystick events.

Definition at line 75 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_JPG_LOADER_

Define _IRR_COMPILE_WITH_JPG_LOADER_ if you want to load .jpg files.

Definition at line 266 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_JPG_WRITER_

Define _IRR_COMPILE_WITH_JPG_WRITER_ if you want to write .jpg files.

Definition at line 283 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_LIBJPEG_

Define _IRR_COMPILE_WITH_JPEGLIB_ to enable compiling the engine using libjpeg.

This enables the engine to read jpeg images. If you comment this out, the engine will no longer read .jpeg images.

Definition at line 147 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_LIBPNG_

Define _IRR_COMPILE_WITH_LIBPNG_ to enable compiling the engine using libpng.

This enables the engine to read png images. If you comment this out, the engine will no longer read .png images.

Definition at line 158 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_LMTS_LOADER_

Define _IRR_COMPILE_WITH_LMTS_LOADER_ if you want to load LMTools files.

Definition at line 239 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_LWO_LOADER_

Define _IRR_COMPILE_WITH_LWO_LOADER_ if you want to load Lightwave3D files.

Definition at line 249 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_MD2_LOADER_

Define _IRR_COMPILE_WITH_MD2_LOADER_ if you want to load Quake 2 animated files.

Definition at line 224 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_MD3_LOADER_

Define _IRR_COMPILE_WITH_MD3_LOADER_ if you want to load Quake 3 animated files.

Definition at line 226 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_MS3D_LOADER_

Define _IRR_COMPILE_WITH_B3D_LOADER_ if you want to Milkshape files.

Definition at line 215 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_MY3D_LOADER_

Define _IRR_COMPILE_WITH_MY3D_LOADER_ if you want to load MY3D files.

Definition at line 241 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_OBJ_LOADER_

Define _IRR_COMPILE_WITH_OBJ_LOADER_ if you want to load Wavefront OBJ files.

Definition at line 243 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_OBJ_WRITER_

Define _IRR_COMPILE_WITH_OBJ_WRITER_ if you want to write .obj files.

Definition at line 260 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_OCT_LOADER_

Define _IRR_COMPILE_WITH_OCT_LOADER_ if you want to load FSRad OCT files.

Definition at line 245 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_OGRE_LOADER_

Define _IRR_COMPILE_WITH_OGRE_LOADER_ if you want to load Ogre 3D files.

Definition at line 247 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_OPENGL_

Define _IRR_COMPILE_WITH_OPENGL_ to compile the Irrlicht engine with OpenGL.

Define _IRR_COMPILE_WITH_DIRECT3D_8_ and _IRR_COMPILE_WITH_DIRECT3D_9_ to compile the Irrlicht engine with Direct3D8 and/or DIRECT3D9. If you only want to use the software device or opengl this can be useful. This switch is mostly disabled because people do not get the g++ compiler compile directX header files, and directX is only available on windows platforms. If you are using Dev-Cpp, and want to compile this using a DX dev pack, you can define _IRR_COMPILE_WITH_DX9_DEV_PACK_. So you simply need to add something like this to the compiler settings: -DIRR_COMPILE_WITH_DX9_DEV_PACK and this to the linker settings: -ld3dx9 -ld3dx8 If you do not wish the engine to be compiled with OpengGL, comment this define out.

Definition at line 96 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_PCX_LOADER_

Define _IRR_COMPILE_WITH_PCX_LOADER_ if you want to load .pcx files.

Definition at line 268 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_PCX_WRITER_

Define _IRR_COMPILE_WITH_PCX_WRITER_ if you want to write .pcx files.

Definition at line 285 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_PNG_LOADER_

Define _IRR_COMPILE_WITH_PNG_LOADER_ if you want to load .png files.

Definition at line 270 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_PNG_WRITER_

Define _IRR_COMPILE_WITH_PNG_WRITER_ if you want to write .png files.

Definition at line 287 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_PPM_LOADER_

Define _IRR_COMPILE_WITH_PPM_LOADER_ if you want to load .ppm/.pgm/.pbm files.

Definition at line 272 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_PPM_WRITER_

Define _IRR_COMPILE_WITH_PPM_WRITER_ if you want to write .ppm files.

Definition at line 289 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_PSD_LOADER_

Define _IRR_COMPILE_WITH_PSD_LOADER_ if you want to load .psd files.

Definition at line 274 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_PSD_WRITER_

Define _IRR_COMPILE_WITH_PSD_WRITER_ if you want to write .psd files.

Definition at line 291 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_

Define _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_ if you want to use bone based.

animated meshes. If you compile without this, you will be unable to load B3D, MS3D or X meshes

Definition at line 209 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_SOFTWARE_

Define _IRR_COMPILE_WITH_SOFTWARE_ to compile the Irrlicht engine with software driver.

If you do not need the software driver, or want to use Burning's Video instead, comment this define out

Definition at line 101 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_STL_LOADER_

Define _IRR_COMPILE_WITH_STL_LOADER_ if you want to load .stl files.

Definition at line 251 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_STL_WRITER_

Define _IRR_COMPILE_WITH_STL_WRITER_ if you want to write .stl files.

Definition at line 258 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_TGA_LOADER_

Define _IRR_COMPILE_WITH_TGA_LOADER_ if you want to load .tga files.

Definition at line 276 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_TGA_WRITER_

Define _IRR_COMPILE_WITH_TGA_WRITER_ if you want to write .tga files.

Definition at line 293 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_WAL_LOADER_

Define _IRR_COMPILE_WITH_WAL_LOADER_ if you want to load .wal files.

Definition at line 278 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_X11_

Define _IRR_COMPILE_WITH_X11_ to compile the Irrlicht engine with X11 support.

If you do not wish the engine to be compiled with X11, comment this define out.

Definition at line 111 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_X_LOADER_

Define _IRR_COMPILE_WITH_X_LOADER_ if you want to use Microsoft X files.

Definition at line 217 of file IrrCompileConfig.h.

#define _IRR_COMPILE_WITH_ZLIB_

Define _IRR_COMPILE_WITH_ZLIB_ to enable compiling the engine using zlib.

This enables the engine to read from compressed .zip archives. If you disable this feature, the engine can still read archives, but only uncompressed ones.

Definition at line 136 of file IrrCompileConfig.h.

#define _IRR_D3D_NO_SHADER_DEBUGGING

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.

Definition at line 176 of file IrrCompileConfig.h.

#define _IRR_LINUX_PLATFORM_

The defines for different operating system are: _IRR_XBOX_PLATFORM_ for XBox _IRR_WINDOWS_ for all irrlicht supported Windows versions _IRR_WINDOWS_API_ for Windows or XBox _IRR_LINUX_PLATFORM_ for Linux (it is defined here if no other os is defined) _IRR_SOLARIS_PLATFORM_ for Solaris _IRR_OSX_PLATFORM_ for Apple systems running OSX _IRR_POSIX_API_ for Posix compatible systems _IRR_USE_SDL_DEVICE_ for platform independent SDL framework _IRR_USE_WINDOWS_DEVICE_ for Windows API based device _IRR_USE_WINDOWS_CE_DEVICE_ for Windows CE API based device _IRR_USE_LINUX_DEVICE_ for X11 based device _IRR_USE_OSX_DEVICE_ for Cocoa native windowing on OSX Note: PLATFORM defines the OS specific layer, API can groups several platforms DEVICE is the windowing system used, several PLATFORMs support more than one DEVICE Moreover, the DEVICE defined here is not directly related to the Irrlicht devices created in the app (but may depend on each other). WIN32 for Windows32 WIN64 for Windows64

Definition at line 65 of file IrrCompileConfig.h.

#define _IRR_LINUX_X11_VIDMODE_

On some Linux systems the XF86 vidmode extension or X11 RandR are missing. Use these flags to remove the dependencies such that Irrlicht will compile on those systems, too.

Definition at line 123 of file IrrCompileConfig.h.

#define _IRR_OPENGL_USE_EXTPOINTER_

Define _IRR_OPENGL_USE_EXTPOINTER_ if the OpenGL renderer should use OpenGL extensions via function pointers.

On some systems there is no support for the dynamic extension of OpenGL via function pointers such that this has to be undef'ed.

Definition at line 117 of file IrrCompileConfig.h.

#define _IRR_POSIX_API_

Definition at line 67 of file IrrCompileConfig.h.

#define _IRR_USE_LINUX_DEVICE_

Definition at line 70 of file IrrCompileConfig.h.

#define _IRR_USE_NON_SYSTEM_JPEG_LIB_

Define _IRR_USE_NON_SYSTEM_JPEG_LIB_ to let irrlicht use the jpeglib which comes with irrlicht.

If this is commented out, Irrlicht will try to compile using the jpeg lib installed in the system. This is only used when _IRR_COMPILE_WITH_LIBJPEG_ is defined.

Definition at line 152 of file IrrCompileConfig.h.

#define _IRR_USE_NON_SYSTEM_LIB_PNG_

Define _IRR_USE_NON_SYSTEM_LIBPNG_ to let irrlicht use the libpng which comes with irrlicht.

If this is commented out, Irrlicht will try to compile using the libpng installed in the system. This is only used when _IRR_COMPILE_WITH_LIBPNG_ is defined.

Definition at line 163 of file IrrCompileConfig.h.

#define _IRR_USE_NON_SYSTEM_ZLIB_

Define _IRR_USE_NON_SYSTEM_ZLIB_ to let irrlicht use the zlib which comes with irrlicht.

If this is commented out, Irrlicht will try to compile using the zlib installed in the system. This is only used when _IRR_COMPILE_WITH_ZLIB_ is defined.

Definition at line 141 of file IrrCompileConfig.h.

#define BURNINGVIDEO_RENDERER_BEAUTIFUL

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 <http://developer.nvidia.com/object/nvperfhud_home.html>. 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

Definition at line 201 of file IrrCompileConfig.h.

#define IRRCALLCONV

Definition at line 328 of file IrrCompileConfig.h.

#define IRRLICHT_API

Set FPU settings.

Irrlicht should use approximate float and integer fpu techniques precision will be lower but speed higher. currently X86 only

Definition at line 327 of file IrrCompileConfig.h.

#define IRRLICHT_SDK_VERSION   "1.5"

Irrlicht SDK Version.

Definition at line 9 of file IrrCompileConfig.h.


The Irrlicht Engine
The Irrlicht Engine Documentation © 2003-2008 by Nikolaus Gebhardt. Generated on Sun Dec 14 08:04:46 2008 by Doxygen (1.5.6)