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author | sfan5 <sfan5@live.de> | 2021-08-30 22:18:43 +0200 |
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committer | sfan5 <sfan5@live.de> | 2021-08-30 22:42:13 +0200 |
commit | 4389a15e0f0e1e0197c7a5460b6a03452a563976 (patch) | |
tree | 45a992880d3982e43f4f62bb1f275035ddeead9a /include/IrrCompileConfig.h | |
parent | 8f386999a6f3cb57244972d579a938aab44afea8 (diff) | |
download | irrlicht-4389a15e0f0e1e0197c7a5460b6a03452a563976.tar.xz |
Remove unused locale-like code, utf8 functions and headers
Diffstat (limited to 'include/IrrCompileConfig.h')
-rw-r--r-- | include/IrrCompileConfig.h | 48 |
1 files changed, 0 insertions, 48 deletions
diff --git a/include/IrrCompileConfig.h b/include/IrrCompileConfig.h index 1b98e35..e0550fa 100644 --- a/include/IrrCompileConfig.h +++ b/include/IrrCompileConfig.h @@ -348,54 +348,6 @@ the engine will no longer read .png images. */ #undef _IRR_COMPILE_WITH_LIBPNG_
#endif
-//! 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. */
-#define _IRR_D3D_NO_SHADER_DEBUGGING
-#ifdef NO_IRR_D3D_NO_SHADER_DEBUGGING
-#undef _IRR_D3D_NO_SHADER_DEBUGGING
-#endif
-
-//! Define _IRR_D3D_USE_LEGACY_HLSL_COMPILER to enable the old HLSL compiler in recent DX SDKs
-/** This enables support for ps_1_x shaders for recent DX SDKs. Otherwise, support
-for this shader model is not available anymore in SDKs after Oct2006. You need to
-distribute the OCT2006_d3dx9_31_x86.cab or OCT2006_d3dx9_31_x64.cab though, in order
-to provide the user with the proper DLL. That's why it's disabled by default. */
-//#define _IRR_D3D_USE_LEGACY_HLSL_COMPILER
-#ifdef NO_IRR_D3D_USE_LEGACY_HLSL_COMPILER
-#undef _IRR_D3D_USE_LEGACY_HLSL_COMPILER
-#endif
-
-//! 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>. */
-#undef _IRR_USE_NVIDIA_PERFHUD_
-
-//! 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
-*/
-
//! Uncomment the following line if you want to ignore the deprecated warnings
//#define IGNORE_DEPRECATED_WARNING
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