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Aquaria/BBGE/BBGECompileConfig.h
fgenesis 9b63b400d5 Misc code cleanups, little SkeletalSprite loading improvement.
- Removed some unused member variables.

- The BBGE_BUILD_WIDESCREEN define is now gone.

- Added an TiXMLDocument cache to prevent parsing the same file
once for each entity on the map with the same skeletal.

- Removed Lua func entity_warpToPathStart, which was essentially a no-op
because Entity::followingPath was always NULL. Removed related code.

- Set texture wrap only when required.

(Some changes taken from https://bitbucket.org/mattbierner/ios-aquaria,
special thanks for changeset 72d6460d9e60)
2012-02-19 04:57:04 +01:00

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C

#ifndef __BBGE_COMPILE_CONFIG_H__
#define __BBGE_COMPILE_CONFIG_H__
#ifndef BBGE_SKIP_CONFIG_HEADERS
#define BBGE_BUILD_SDL 1
#define BBGE_BUILD_FRAMEBUFFER 1
#define BBGE_BUILD_SHADERS 1
#define BBGE_BUILD_OPENGL 1
#define BBGE_BUILD_OPENGL_DYNAMIC 1
#define BBGE_BUILD_FMOD_OPENAL_BRIDGE 1
#define BBGE_BUILD_ACHIEVEMENTS_INTERNAL 1
#endif
#endif