/* * $Id$ * * $Date$ * $Revision$ * * (C) 1999 by Hyperion * All rights reserved * * This file is part of the MiniGL library project * See the file Licence.txt for more details * */ #ifndef __GLCONFIG_H #define __GLCONFIG_H // Stack sizes of the different matrix stacks #define MGL_MODELVIEW_STACK_SIZE 40 #define MGL_PROJECTION_STACK_SIZE 10 #define MGL_TEXTURE_STACK_SIZE 10 // Stack size for attribute stack #define MGL_ATTRIB_STACK_SIZE 30 // Stack size for the name stack #define NAME_STACK_SIZE 40 // define this to make mglLockMode available #define AUTOMATIC_LOCKING_ENABLE 1 // Define this is you don't want the ability to log GL calls #define NLOGGING 1 // Define if you don't want debugging #define GLNDEBUG 1 // Define if you don't want the compatibility macros #ifndef __VBCC__ #define NO_GL_MACROS 1 #endif // Define if you want to use inline functions for compatibility. // Only valid if NO_GL_MACROS is also defined #ifndef __VBCC__ #define USE_GL_INLINES 1 #endif // Define if you don't want to check if the bitmaps allocated for // screen buffering are cybergraphics bitmaps #define NCGXDEBUG 1 // define if you don't want to draw anything // #define NODRAW // Maximum number of vertices a primitive can have // Raise this value if needed, but this *should* really be enough. #define MGL_MAXVERTS 2048 // Maximum number of texture units #define MAX_TEXTURE_UNITS 4 // Define if you want OpenGL lighting to be compiled #define MGL_USE_LIGHTING // Maximum number of Lights #define MGL_MAX_LIGHTS 8 // Maximum number of supported user clipplanes #define MGL_MAX_CLIPPLANES 6 // Maximum order of evaluation #define MGL_MAX_EVAL_ORDER 20 // Use exact squareroot function #define MGL_USE_EXACT_SQRT 0 // Implement compiled vertex arrays (buggy and incomplete) #define MGL_COMPILED_VERTEX_ARRAYS 1 // Speedup hack for Quake 3 #define QUAKE3_HACK 1 // Compile for yet unreleased Warp3D extensions #define MGL_NEW_WARP3D 1 // Number of AUX buffers #define MGL_MAX_AUX_BUFFERS 4 #endif