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use PRC_DESC
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@ -37,14 +37,14 @@ ConfigureFn(config_display) {
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ConfigVariableBool view_frustum_cull
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("view-frustum-cull", true,
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"This is normally true; set it false to disable view-frustum culling "
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"(primarily useful for debugging).");
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PRC_DESC("This is normally true; set it false to disable view-frustum culling "
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"(primarily useful for debugging)."));
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ConfigVariableBool pstats_unused_states
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("pstats-unused-states", false,
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"Set this true to show the number of unused states in the pstats "
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"graph for TransformState and RenderState counts. This adds a bit "
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"of per-frame overhead to count these things up.");
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PRC_DESC("Set this true to show the number of unused states in the pstats "
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"graph for TransformState and RenderState counts. This adds a bit "
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"of per-frame overhead to count these things up."));
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// Warning! The code that uses this is currently experimental and
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@ -54,71 +54,70 @@ ConfigVariableBool pstats_unused_states
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// system!
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ConfigVariableString threading_model
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("threading-model", "",
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"This is the default threading model to use for new windows. Use "
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"empty string for single-threaded, or something like \"cull/draw\" for "
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"a 3-stage pipeline. See GraphicsEngine::set_threading_model(). "
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"EXPERIMENTAL and incomplete, do not use this!");
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PRC_DESC("This is the default threading model to use for new windows. Use "
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"empty string for single-threaded, or something like \"cull/draw\" for "
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"a 3-stage pipeline. See GraphicsEngine::set_threading_model(). "
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"EXPERIMENTAL and incomplete, do not use this!"));
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ConfigVariableBool auto_flip
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("auto-flip", true,
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"This indicates the initial setting of the auto-flip flag. Set it "
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"true (the default) to cause render_frame() to flip all the windows "
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"before it returns (in single-threaded mode only), or false to wait "
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"until an explicit call to flip_frame() or the next render_frame().");
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PRC_DESC("This indicates the initial setting of the auto-flip flag. Set it "
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"true (the default) to cause render_frame() to flip all the windows "
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"before it returns (in single-threaded mode only), or false to wait "
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"until an explicit call to flip_frame() or the next render_frame()."));
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ConfigVariableBool yield_timeslice
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("yield-timeslice", false,
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"Set this true to yield the timeslice at the end of the frame to be "
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"more polite to other applications that are trying to run.");
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PRC_DESC("Set this true to yield the timeslice at the end of the frame to be "
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"more polite to other applications that are trying to run."));
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ConfigVariableString screenshot_filename
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("screenshot-filename", "%~p-%a-%b-%d-%H-%M-%S-%Y-%~f.%~e",
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"This specifies the filename pattern to be used to generate "
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"screenshots captured via save_screenshot_default(). See "
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"DisplayRegion::save_screenshot()."
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);
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PRC_DESC("This specifies the filename pattern to be used to generate "
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"screenshots captured via save_screenshot_default(). See "
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"DisplayRegion::save_screenshot()."));
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ConfigVariableString screenshot_extension
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("screenshot-extension", "jpg",
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"This specifies the default filename extension (and therefore the "
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"default image type) to be used for saving screenshots.");
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PRC_DESC("This specifies the default filename extension (and therefore the "
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"default image type) to be used for saving screenshots."));
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ConfigVariableBool show_buffers
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("show-buffers", false,
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"Set this true to cause offscreen GraphicsBuffers to be created as "
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"GraphicsWindows, if possible, so that their contents may be viewed "
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"interactively. Handy during development of multipass algorithms.");
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PRC_DESC("Set this true to cause offscreen GraphicsBuffers to be created as "
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"GraphicsWindows, if possible, so that their contents may be viewed "
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"interactively. Handy during development of multipass algorithms."));
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ConfigVariableBool prefer_parasite_buffer
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("prefer-parasite-buffer", true,
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"Set this true to make GraphicsOutput::make_render_texture() try to "
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"create a parasite buffer before it tries to create an offscreen "
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"buffer. This may be desired if you know your graphics API does not "
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"support render-directly-to-texture and you want to minimize "
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"framebuffer memory.");
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PRC_DESC("Set this true to make GraphicsOutput::make_render_texture() try to "
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"create a parasite buffer before it tries to create an offscreen "
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"buffer. This may be desired if you know your graphics API does not "
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"support render-directly-to-texture and you want to minimize "
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"framebuffer memory."));
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ConfigVariableBool prefer_single_buffer
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("prefer-single-buffer", true,
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"Set this true to make GraphicsOutput::make_render_texture() first "
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"try to create a single-buffered offscreen buffer, before falling "
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"back to a double-buffered one (or whatever kind the source window "
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"has). This is true by default to reduce waste of framebuffer "
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"memory, but you may get a performance benefit by setting it to "
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"false (since in that case the buffer can share a graphics context "
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"with the window).");
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PRC_DESC("Set this true to make GraphicsOutput::make_render_texture() first "
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"try to create a single-buffered offscreen buffer, before falling "
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"back to a double-buffered one (or whatever kind the source window "
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"has). This is true by default to reduce waste of framebuffer "
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"memory, but you may get a performance benefit by setting it to "
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"false (since in that case the buffer can share a graphics context "
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"with the window)."));
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ConfigVariableBool copy_texture_inverted
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("copy-texture-inverted", false,
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"Set this true to indicate that the GSG in use will invert textures when "
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"it performs a framebuffer-to-texture copy operation, or false to indicate "
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"that it does the right thing. If this is not set, the default behavior is "
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"determined by the GSG's internal logic.");
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PRC_DESC("Set this true to indicate that the GSG in use will invert textures when "
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"it performs a framebuffer-to-texture copy operation, or false to indicate "
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"that it does the right thing. If this is not set, the default behavior is "
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"determined by the GSG's internal logic."));
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ConfigVariableBool window_inverted
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("window-inverted", false,
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"Set this true to create all windows with the inverted flag set, so that "
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"they will render upside-down and backwards. Normally this is useful only "
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"for debugging.");
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PRC_DESC("Set this true to create all windows with the inverted flag set, so that "
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"they will render upside-down and backwards. Normally this is useful only "
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"for debugging."));
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////////////////////////////////////////////////////////////////////
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@ -37,17 +37,17 @@ GraphicsPipeSelection() {
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// case this constructor is running at static init time.
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ConfigVariableString load_display
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("load-display", "*",
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"Specify the name of the default graphics display library or "
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"GraphicsPipe to load. It is the name of a shared library (or * for "
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"all libraries named in aux-display), optionally followed by the "
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"name of the particular GraphicsPipe class to create.");
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PRC_DESC("Specify the name of the default graphics display library or "
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"GraphicsPipe to load. It is the name of a shared library (or * for "
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"all libraries named in aux-display), optionally followed by the "
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"name of the particular GraphicsPipe class to create."));
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ConfigVariableList aux_display
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("aux-display",
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"Names each of the graphics display libraries that are available on "
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"a particular platform. This variable may be repeated several "
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"times. These libraries will be tried one at a time if the library "
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"specified by load_display cannot be loaded.");
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PRC_DESC("Names each of the graphics display libraries that are available on "
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"a particular platform. This variable may be repeated several "
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"times. These libraries will be tried one at a time if the library "
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"specified by load_display cannot be loaded."));
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_default_display_module = load_display.get_word(0);
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_default_pipe_name = load_display.get_word(1);
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@ -61,7 +61,7 @@ GraphicsPipeSelection() {
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}
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// Also get the set of modules named in the various aux-display
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// Configrc variables. We'll want to know this when we call
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// Config variables. We'll want to know this when we call
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// load_modules() later.
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int num_aux = aux_display.get_num_unique_values();
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for (int i = 0; i < num_aux; i++) {
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