use PRC_DESC

This commit is contained in:
David Rose 2004-12-10 20:29:21 +00:00
parent f36cc707b1
commit 11a5aa7a00
2 changed files with 51 additions and 52 deletions

View File

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

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@ -37,17 +37,17 @@ GraphicsPipeSelection() {
// case this constructor is running at static init time.
ConfigVariableString load_display
("load-display", "*",
"Specify the name of the default graphics display library or "
"GraphicsPipe to load. It is the name of a shared library (or * for "
"all libraries named in aux-display), optionally followed by the "
"name of the particular GraphicsPipe class to create.");
PRC_DESC("Specify the name of the default graphics display library or "
"GraphicsPipe to load. It is the name of a shared library (or * for "
"all libraries named in aux-display), optionally followed by the "
"name of the particular GraphicsPipe class to create."));
ConfigVariableList aux_display
("aux-display",
"Names each of the graphics display libraries that are available on "
"a particular platform. This variable may be repeated several "
"times. These libraries will be tried one at a time if the library "
"specified by load_display cannot be loaded.");
PRC_DESC("Names each of the graphics display libraries that are available on "
"a particular platform. This variable may be repeated several "
"times. These libraries will be tried one at a time if the library "
"specified by load_display cannot be loaded."));
_default_display_module = load_display.get_word(0);
_default_pipe_name = load_display.get_word(1);
@ -61,7 +61,7 @@ GraphicsPipeSelection() {
}
// Also get the set of modules named in the various aux-display
// Configrc variables. We'll want to know this when we call
// Config variables. We'll want to know this when we call
// load_modules() later.
int num_aux = aux_display.get_num_unique_values();
for (int i = 0; i < num_aux; i++) {