2.5: Game Engine
* Added Shading and Performance panels in the scene buttons, containing the options previously in the 2.4x game menu. * Added show framerate/debug/physics/warnings back in game menu. * Moved these settings from G.fileflags to scene GameData. * Enabled Display Lists by default. * Some other small game scene button tweaks.
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@@ -524,16 +524,17 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
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// SYS_WriteCommandLineInt(syshandle, "fixedtime", 0);
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// SYS_WriteCommandLineInt(syshandle, "vertexarrays",1);
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GameData *gm= &m_startScene->gm;
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bool properties = (SYS_GetCommandLineInt(syshandle, "show_properties", 0) != 0);
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bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0);
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bool fixedFr = (G.fileflags & G_FILE_ENABLE_ALL_FRAMES);
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bool fixedFr = (gm->flag & GAME_ENABLE_ALL_FRAMES);
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bool showPhysics = (G.fileflags & G_FILE_SHOW_PHYSICS);
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bool showPhysics = (gm->flag & GAME_SHOW_PHYSICS);
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SYS_WriteCommandLineInt(syshandle, "show_physics", showPhysics);
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bool fixed_framerate= (SYS_GetCommandLineInt(syshandle, "fixed_framerate", fixedFr) != 0);
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bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0);
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bool useLists = (SYS_GetCommandLineInt(syshandle, "displaylists", G.fileflags & G_FILE_DISPLAY_LISTS) != 0);
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bool useLists = (SYS_GetCommandLineInt(syshandle, "displaylists", gm->flag & GAME_DISPLAY_LISTS) != 0);
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bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 1) != 0);
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if(GLEW_ARB_multitexture && GLEW_VERSION_1_1)
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@@ -541,7 +542,7 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
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if(GPU_extensions_minimum_support())
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m_blenderglslmat = (SYS_GetCommandLineInt(syshandle, "blender_glsl_material", 1) != 0);
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else if(G.fileflags & G_FILE_GAME_MAT_GLSL)
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else if(gm->matmode == GAME_MAT_GLSL)
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m_blendermat = false;
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// create the canvas, rasterizer and rendertools
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@@ -671,9 +672,9 @@ bool GPG_Application::startEngine(void)
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// if (always_use_expand_framing)
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// sceneconverter->SetAlwaysUseExpandFraming(true);
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if(m_blendermat && (G.fileflags & G_FILE_GAME_MAT))
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if(m_blendermat && (m_startScene->gm.matmode != GAME_MAT_TEXFACE))
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m_sceneconverter->SetMaterials(true);
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if(m_blenderglslmat && (G.fileflags & G_FILE_GAME_MAT_GLSL))
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if(m_blenderglslmat && (m_startScene->gm.matmode == GAME_MAT_GLSL))
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m_sceneconverter->SetGLSLMaterials(true);
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KX_Scene* startscene = new KX_Scene(m_keyboard,
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