#ifndef _LCR_SETTINGS_H #define _LCR_SETTINGS_H #ifndef LCR_SETTING_RESOLUTION_X #define LCR_SETTING_RESOLUTION_X 1024 #endif #ifndef LCR_SETTING_RESOLUTION_Y #define LCR_SETTING_RESOLUTION_Y 768 #endif #ifndef LCR_SETTING_FPS /** Rendering frames per second. Note this only applies to graphics, NOT physics. */ #define LCR_SETTING_FPS 30 #endif #ifndef LCR_SETTING_RESOLUTION_SUBDIVIDE #define LCR_SETTING_RESOLUTION_SUBDIVIDE 1 #endif #ifndef LCR_SETTING_FREE_CAMERA_SPEED #define LCR_SETTING_FREE_CAMERA_SPEED 50 #endif #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 #ifndef LCR_SETTING_MAX_MAP_VERTICES /** Maximum number of vertices for 3D rendering. Lower number will decrease RAM usage but will prevent larger maps from being loaded. */ #define LCR_SETTING_MAX_MAP_VERTICES 10000 #endif #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 #endif #ifndef LCR_SETTING_SKY_SIZE /** Size of sky texture pixel, 0 turns off sky rendering. */ #define LCR_SETTING_SKY_SIZE 4 #endif #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. */ #define LCR_SETTING_MAP_MAX_SIZE 4096 #endif #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 #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 #endif // guard