dconfig.cxx was recently deleted.
p3dconfig is now just an interface library, since it still
contains a header which we'd like on the search path of
libraries that use it.
For now, p3vision is only built if either OpenCV or
ARToolKit is available. It does contain some generic
webcam access code, so it might be worth building it
when that's available.
I inadvertently rewrote FindVRPN.cmake doing this - I didn't
think to check if it already existed before overwriting.
Oh well, the new version is a bit simpler.
That is, they should appear under the build directory of the
component library they're Interrogating; this is just an
organizational change to keep the cmake/panda/ directory from
accumulating Interrogate clutter.
This is for consistency with fbbc5bb9e63 which introduced the
same `#undef Configure` in dxgsg9. This prevents dtool's own
Configure() macro from conflicting with the declaration of
D3D9's Configure function in d3d9.h.
This is done by only writing out a #line when the first non-whitespace line is encountered; any blank lines before that are trimmed. This cuts down the size of the preprocessed shaders for a large project with many shader includes, such as the RenderPipeline.
This method of checking for pnhpast.dll was actually for
DirectX 8.1 (see a16fe56c7) and its presence in the DX9 code
is largely due to the copy-and-paste nature of how the DX9
GSG was created from the DX8 code.
This is to fix eg. public ButtonHandle members from being returned as const reference, which means they won't outlive the struct they are accessed on, a recipe for obscure crashes.
The is_trivial() criterium for this to apply is admittedly really arbitrary; I haven't really figured out what the right criterium should be, but it's better than hardcoding ButtonHandle.
This file isn't compiled, and I'm pretty sure never has been
compiled. The dependence on "config_wdxdisplay9.h" (which has
never existed) and absence of any commits that address its
functionality reinforce the idea that this is actually just
dead code.
This seems like an artifact copied over from the DX8 code,
that nobody cared enough to get working or delete.
- Don't assume GLSL 4.30 is available just because the driver
supports compute shaders. Drivers before OpenGL 4.3 may still
offer the extension.
- Use GLSL 1.30 by default, and turn on additional features
using extensions. Skip any tests requiring extensions that
aren't supported by the driver.
- Unsigned literal ints should have a 'u' suffix.
- Clean up a few dead Python expressions