Licar/settings.h

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#ifndef _LCR_SETTINGS_H
#define _LCR_SETTINGS_H
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#ifndef LCR_SETTING_RESOLUTION_X
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#define LCR_SETTING_RESOLUTION_X 1024
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#endif
#ifndef LCR_SETTING_RESOLUTION_Y
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#define LCR_SETTING_RESOLUTION_Y 768
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#endif
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#ifndef LCR_SETTING_FPS
/** Rendering frames per second. Note this only applies to graphics, NOT
physics. */
#define LCR_SETTING_FPS 30
#endif
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#ifndef LCR_SETTING_RESOLUTION_SUBDIVIDE
#define LCR_SETTING_RESOLUTION_SUBDIVIDE 1
#endif
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#ifndef LCR_SETTING_FREE_CAMERA_SPEED
#define LCR_SETTING_FREE_CAMERA_SPEED 50
#endif
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#ifndef LCR_SETTING_FREE_CAMERA_TURN_SPEED
#define LCR_SETTING_FREE_CAMERA_TURN_SPEED 1024
#endif
#ifndef LCR_SETTING_SKY_ROLL_MULTIPLIER_V
#define LCR_SETTING_SKY_ROLL_MULTIPLIER_V 8
#endif
#ifndef LCR_SETTING_SKY_ROLL_MULTIPLIER_H
#define LCR_SETTING_SKY_ROLL_MULTIPLIER_H 4
#endif
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#ifndef LCR_SETTING_MAX_MAP_VERTICES
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/** Maximum number of vertices for 3D rendering. Lower number will decrease
RAM usage but will prevent larger maps from being loaded. */
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#define LCR_SETTING_MAX_MAP_VERTICES 10000
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#endif
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#ifndef LCR_SETTING_MAX_MAP_TRIANGLES
/** Like LCR_SETTING_MAX_MAP_VERTICES but for the number of triangles. */
#define LCR_SETTING_MAX_MAP_TRIANGLES 10000
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#endif
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#ifndef LCR_SETTING_SKY_SIZE
/** Size of sky texture pixel, 0 turns off sky rendering. */
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#define LCR_SETTING_SKY_SIZE 4
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#endif
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#ifndef LCR_SETTING_MAP_MAX_SIZE
/** Maximum number of blocks a map can consist of, decreasing will save RAM
but also rule out loading bigger maps. */
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#define LCR_SETTING_MAP_MAX_SIZE 4096
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#endif
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#ifndef LCR_SETTING_TRIANGLE_CULLING_PERIOD
/** This says how often (after how many triangles added) the map model
triangles will be culled. This value may affect how quickly maps load. */
#define LCR_SETTING_TRIANGLE_CULLING_PERIOD 64
#endif
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#ifndef LCR_SETTING_TEXTURE_SUBSAMPLE
/** Sets texture subsampling: 0 means no subsampling, higher value N means a
texture will be sampled once per N rasterized pixels. Higher value can
increase performance. */
#define LCR_SETTING_TEXTURE_SUBSAMPLE 4
#endif
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#ifndef LCR_SETTING_LOD_DISTANCE
/** Distance in game squares from which LOD will be drawn. Value 64 or higher
turns off LOD completely. Note that this doesn't affect rendering distance
of 3D models. */
#define LCR_SETTING_LOD_DISTANCE 25
#endif
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#ifndef LCR_SETTING_LOD_COLOR
#define LCR_SETTING_LOD_COLOR 0x4229
#endif
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#endif // guard