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GeorgeMitchell

CEGUI v0 OgreBuildSettings v1.10.11

Apr 21st, 2018
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  1. #ifndef __Custom_Config_H_
  2. #define __Custom_Config_H_
  3.  
  4. // CMake auto-generated configuration options
  5.  
  6. /* #undef OGRE_STATIC_LIB */
  7. #define OGRE_DEBUG_MODE 0
  8. #define OGRE_RESOURCEMANAGER_STRICT 1
  9.  
  10. #define OGRE_BUILD_RENDERSYSTEM_D3D9
  11. #define OGRE_BUILD_RENDERSYSTEM_D3D11
  12. #define OGRE_BUILD_RENDERSYSTEM_GL
  13. #define OGRE_BUILD_RENDERSYSTEM_GL3PLUS
  14. /* #undef OGRE_BUILD_RENDERSYSTEM_GLES */
  15. /* #undef OGRE_BUILD_RENDERSYSTEM_GLES2 */
  16. #define OGRE_BUILD_PLUGIN_BSP
  17. #define OGRE_BUILD_PLUGIN_OCTREE
  18. #define OGRE_BUILD_PLUGIN_PCZ
  19. #define OGRE_BUILD_PLUGIN_PFX
  20. /* #undef OGRE_BUILD_PLUGIN_CG */
  21. #define OGRE_BUILD_COMPONENT_PAGING
  22. #define OGRE_BUILD_COMPONENT_MESHLODGENERATOR
  23. #define OGRE_BUILD_COMPONENT_TERRAIN
  24. #define OGRE_BUILD_COMPONENT_VOLUME
  25. #define OGRE_BUILD_COMPONENT_PROPERTY
  26. #define OGRE_BUILD_COMPONENT_OVERLAY
  27. #define OGRE_BUILD_COMPONENT_RTSHADERSYSTEM
  28. #define OGRE_BUILD_COMPONENT_HLMS
  29.  
  30. #define OGRE_CONFIG_LITTLE_ENDIAN
  31. /* #undef OGRE_CONFIG_BIG_ENDIAN */
  32.  
  33. #define OGRE_USE_STD11 1
  34. #define OGRE_NODE_STORAGE_LEGACY 0
  35.  
  36. /** If set to 1, Real is typedef'ed to double. Otherwise, Real is typedef'ed
  37.     to float. Setting this allows you to perform mathematical operations in the
  38.     CPU (Quaternion, Vector3 etc) with more precision, but bear in mind that the
  39.     GPU still operates in single-precision mode.
  40. */
  41. #define OGRE_DOUBLE_PRECISION 0
  42.  
  43. #define OGRE_NODE_INHERIT_TRANSFORM 0
  44.  
  45. #define OGRE_MEMORY_ALLOCATOR 1
  46.  
  47. // Whether to use the custom memory allocator in STL containers
  48. #define OGRE_CONTAINERS_USE_CUSTOM_MEMORY_ALLOCATOR 0
  49.  
  50. // if you want to make Ogre::String use the custom memory allocator
  51. // Doing this will mean Ogre's strings will not be compatible with std::string however
  52. #define OGRE_STRING_USE_CUSTOM_MEMORY_ALLOCATOR 0
  53.  
  54. // enable or disable the memory tracker, recording the memory allocations & tracking leaks
  55. // default is to disable since it's expensive, but you can enable if needed per build target
  56. #define OGRE_MEMORY_TRACKER_DEBUG_MODE 0
  57.  
  58. #define OGRE_MEMORY_TRACKER_RELEASE_MODE 0
  59.  
  60. /** There are three modes for handling asserts in OGRE:
  61. 0 - STANDARD - Standard asserts in debug builds, nothing in release builds
  62. 1 - RELEASE_EXCEPTIONS - Standard asserts in debug builds, exceptions in release builds
  63. 2 - EXCEPTIONS - Exceptions in debug builds, exceptions in release builds
  64. */
  65. #define OGRE_ASSERT_MODE 2
  66.  
  67. /** Support for multithreading, there are 3 options
  68.  
  69. OGRE_THREAD_SUPPORT = 0
  70.     No support for threading.      
  71. OGRE_THREAD_SUPPORT = 1
  72.     Thread support for background loading, by both loading and constructing resources
  73.     in a background thread. Resource management and SharedPtr handling becomes
  74.     thread-safe, and resources may be completely loaded in the background.
  75.     The places where threading is available are clearly
  76.     marked, you should assume state is NOT thread safe unless otherwise
  77.     stated in relation to this flag.
  78. OGRE_THREAD_SUPPORT = 2
  79.     Thread support for background resource preparation. This means that resource
  80.     data can streamed into memory in the background, but the final resource
  81.     construction (including RenderSystem dependencies) is still done in the primary
  82.     thread. Has a lower synchronisation primitive overhead than full threading
  83.     while still allowing the major blocking aspects of resource management (I/O)
  84.     to be done in the background.
  85. OGRE_THREAD_SUPPORT = 3
  86.     No synchronisation primitive overhead. WorkQueue is threaded.
  87. */
  88. #define OGRE_THREAD_SUPPORT 3
  89.  
  90. /** Provider for threading functionality, there are 4 options.
  91.  
  92. OGRE_THREAD_PROVIDER = 0
  93.     No support for threading.
  94. OGRE_THREAD_PROVIDER = 1
  95.     Boost libraries provide threading functionality.
  96. OGRE_THREAD_PROVIDER = 2
  97.     Poco libraries provide threading functionality.
  98. OGRE_THREAD_PROVIDER = 3
  99.     TBB library provides threading functionality.
  100. OGRE_THREAD_PROVIDER = 4
  101.     Standard library provides threading functionality. (requires compiler support)
  102. */
  103. #define OGRE_THREAD_PROVIDER 4
  104.  
  105. #define OGRE_NO_MESHLOD 0
  106.  
  107. /** Disables use of the FreeImage image library for loading images. */
  108. #define OGRE_NO_FREEIMAGE 1
  109.  
  110. /** Disables use of the internal image codec for loading DDS files. */
  111. #define OGRE_NO_DDS_CODEC 0
  112.  
  113. /** Disables use of the internal image codec for loading PVRTC files. */
  114. #define OGRE_NO_PVRTC_CODEC 1
  115.  
  116. /** Disables use of the internal image codec for loading ETC files. */
  117. #define OGRE_NO_ETC_CODEC 0
  118.  
  119. /** Disables use of the internal image codec for loading image files. */
  120. #define OGRE_NO_STBI_CODEC 0
  121.  
  122. #define OGRE_NO_ASTC_CODEC 1
  123.  
  124. /** Disables use of the ZIP archive support.
  125. WARNING: Disabling this will make the samples unusable.
  126. */
  127. #define OGRE_NO_ZIP_ARCHIVE 0
  128.  
  129. #define OGRE_NO_VIEWPORT_ORIENTATIONMODE 1
  130.  
  131. #define OGRE_NO_GLES2_CG_SUPPORT 1
  132.  
  133. #define OGRE_NO_GLES2_GLSL_OPTIMISER 1
  134.  
  135. #define OGRE_NO_GL_STATE_CACHE_SUPPORT 1
  136.  
  137. #define OGRE_NO_GLES3_SUPPORT 1
  138.  
  139. #define OGRE_NO_TBB_SCHEDULER 0
  140.  
  141. /** If set to 1, profiling code will be included in the application. When you
  142.     are deploying your application you will probably want to set this to 0 */
  143. #define OGRE_PROFILING 0
  144.  
  145. #define OGRE_NO_QUAD_BUFFER_STEREO 1
  146.  
  147. #define OGRE_BITES_HAVE_SDL 1
  148.  
  149. #define RTSHADER_SYSTEM_BUILD_CORE_SHADERS
  150.  
  151. #define RTSHADER_SYSTEM_BUILD_EXT_SHADERS
  152.  
  153. #endif
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