Irrlicht 3D Engine
IrrCompileConfig.h File Reference
#include <stdio.h>
#include <endian.h>

Go to the source code of this file.

Macros

#define __BIG_ENDIAN__
 
#define __IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_
 Define IRR_USE_NON_SYSTEM_BZLIB to let irrlicht use the bzlib which comes with irrlicht. More...
 
#define __IRR_COMPILE_WITH_NPK_ARCHIVE_LOADER_
 Define __IRR_COMPILE_WITH_NPK_ARCHIVE_LOADER_ if you want to open Nebula Device NPK archives. More...
 
#define __IRR_COMPILE_WITH_PAK_ARCHIVE_LOADER_
 Define __IRR_COMPILE_WITH_PAK_ARCHIVE_LOADER_ if you want to open ID software PAK archives. More...
 
#define __IRR_COMPILE_WITH_TAR_ARCHIVE_LOADER_
 Define __IRR_COMPILE_WITH_TAR_ARCHIVE_LOADER_ if you want to open TAR archives. More...
 
#define __IRR_COMPILE_WITH_WAD_ARCHIVE_LOADER_
 Define __IRR_COMPILE_WITH_WAD_ARCHIVE_LOADER_ if you want to open WAD archives. More...
 
#define __IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_
 Define __IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_ if you want to open ZIP and GZIP archives. More...
 
#define __IRR_HAS_S64
 WinCE does not have OpenGL or DirectX9. use minimal loaders. More...
 
#define _IRR_COMPILE_WITH_3DS_LOADER_
 Define IRR_COMPILE_WITH_3DS_LOADER if you want to load 3D Studio Max files. More...
 
#define _IRR_COMPILE_WITH_B3D_LOADER_
 Define IRR_COMPILE_WITH_B3D_LOADER if you want to use Blitz3D files. More...
 
#define _IRR_COMPILE_WITH_BMP_LOADER_
 
#define _IRR_COMPILE_WITH_BMP_WRITER_
 Define IRR_COMPILE_WITH_BMP_WRITER if you want to write .bmp files. More...
 
#define _IRR_COMPILE_WITH_BSP_LOADER_
 Define IRR_COMPILE_WITH_BSP_LOADER if you want to load Quake 3 BSP files. More...
 
#define _IRR_COMPILE_WITH_BURNINGSVIDEO_
 Define IRR_COMPILE_WITH_BURNINGSVIDEO to compile the Irrlicht engine with Burning's video driver. More...
 
#define _IRR_COMPILE_WITH_BZIP2_
 Define IRR_COMPILE_WITH_BZIP2 if you want to support bzip2 compressed zip archives. More...
 
#define _IRR_COMPILE_WITH_COLLADA_LOADER_
 Define IRR_COMPILE_WITH_COLLADA_LOADER if you want to load Collada files. More...
 
#define _IRR_COMPILE_WITH_COLLADA_WRITER_
 Define IRR_COMPILE_WITH_COLLADA_WRITER if you want to write Collada files. More...
 
#define _IRR_COMPILE_WITH_CONSOLE_DEVICE_
 Uncomment this line to compile with the SDL device. More...
 
#define _IRR_COMPILE_WITH_CSM_LOADER_
 Define IRR_COMPILE_WITH_CSM_LOADER if you want to load Cartography Shop files. More...
 
#define _IRR_COMPILE_WITH_DMF_LOADER_
 Define IRR_COMPILE_WITH_DMF_LOADER if you want to load DeleD files. More...
 
#define _IRR_COMPILE_WITH_GUI_
 Define IRR_COMPILE_WITH_GUI to compile the engine with the built-in GUI. More...
 
#define _IRR_COMPILE_WITH_HALFLIFE_LOADER_
 Define IRR_COMPILE_WITH_HALFLIFE_LOADER if you want to load Halflife animated files. More...
 
#define _IRR_COMPILE_WITH_IRR_MESH_LOADER_
 Define IRR_COMPILE_WITH_IRR_MESH_LOADER if you want to load Irrlicht Engine .irrmesh files. More...
 
#define _IRR_COMPILE_WITH_IRR_SCENE_LOADER_
 Uncomment the following line if you want to ignore the deprecated warnings. More...
 
#define _IRR_COMPILE_WITH_IRR_WRITER_
 Define IRR_COMPILE_WITH_IRR_WRITER if you want to write static .irrMesh files. More...
 
#define _IRR_COMPILE_WITH_JOYSTICK_EVENTS_
 Define IRR_COMPILE_WITH_JOYSTICK_SUPPORT if you want joystick events. More...
 
#define _IRR_COMPILE_WITH_JPG_LOADER_
 Define IRR_COMPILE_WITH_JPG_LOADER if you want to load .jpg files. More...
 
#define _IRR_COMPILE_WITH_JPG_WRITER_
 Define IRR_COMPILE_WITH_JPG_WRITER if you want to write .jpg files. More...
 
#define _IRR_COMPILE_WITH_LIBJPEG_
 Define IRR_USE_NON_SYSTEM_ZLIB to let irrlicht use the zlib which comes with irrlicht. More...
 
#define _IRR_COMPILE_WITH_LIBPNG_
 Define IRR_USE_NON_SYSTEM_JPEG_LIB to let irrlicht use the jpeglib which comes with irrlicht. More...
 
#define _IRR_COMPILE_WITH_LMP_LOADER_
 Define IRR_COMPILE_WITH_LMP_LOADER if you want to load .lmp files. More...
 
#define _IRR_COMPILE_WITH_LMTS_LOADER_
 Define IRR_COMPILE_WITH_LMTS_LOADER if you want to load LMTools files. More...
 
#define _IRR_COMPILE_WITH_LWO_LOADER_
 Define IRR_COMPILE_WITH_LWO_LOADER if you want to load Lightwave3D files. More...
 
#define _IRR_COMPILE_WITH_MD2_LOADER_
 Define IRR_COMPILE_WITH_MD2_LOADER if you want to load Quake 2 animated files. More...
 
#define _IRR_COMPILE_WITH_MD3_LOADER_
 Define IRR_COMPILE_WITH_MD3_LOADER if you want to load Quake 3 animated files. More...
 
#define _IRR_COMPILE_WITH_MS3D_LOADER_
 Define IRR_COMPILE_WITH_MS3D_LOADER if you want to Milkshape files. More...
 
#define _IRR_COMPILE_WITH_MY3D_LOADER_
 Define IRR_COMPILE_WITH_MY3D_LOADER if you want to load MY3D files. More...
 
#define _IRR_COMPILE_WITH_OBJ_LOADER_
 Define IRR_COMPILE_WITH_OBJ_LOADER if you want to load Wavefront OBJ files. More...
 
#define _IRR_COMPILE_WITH_OBJ_WRITER_
 Define IRR_COMPILE_WITH_OBJ_WRITER if you want to write .obj files. More...
 
#define _IRR_COMPILE_WITH_OCT_LOADER_
 Define IRR_COMPILE_WITH_OCT_LOADER if you want to load FSRad OCT files. More...
 
#define _IRR_COMPILE_WITH_OGRE_LOADER_
 Define IRR_COMPILE_WITH_OGRE_LOADER if you want to load Ogre 3D files. More...
 
#define _IRR_COMPILE_WITH_OPENGL_
 Define IRR_COMPILE_WITH_OPENGL to compile the Irrlicht engine with OpenGL. More...
 
#define _IRR_COMPILE_WITH_PCX_LOADER_
 Define IRR_COMPILE_WITH_PCX_LOADER if you want to load .pcx files. More...
 
#define _IRR_COMPILE_WITH_PCX_WRITER_
 Define IRR_COMPILE_WITH_PCX_WRITER if you want to write .pcx files. More...
 
#define _IRR_COMPILE_WITH_PLY_LOADER_
 Define IRR_COMPILE_WITH_PLY_LOADER if you want to load Polygon (Stanford Triangle) files. More...
 
#define _IRR_COMPILE_WITH_PLY_WRITER_
 Define IRR_COMPILE_WITH_PLY_WRITER if you want to write .ply files. More...
 
#define _IRR_COMPILE_WITH_PNG_LOADER_
 Define IRR_COMPILE_WITH_PNG_LOADER if you want to load .png files. More...
 
#define _IRR_COMPILE_WITH_PNG_WRITER_
 Define IRR_COMPILE_WITH_PNG_WRITER if you want to write .png files. More...
 
#define _IRR_COMPILE_WITH_PPM_LOADER_
 Define IRR_COMPILE_WITH_PPM_LOADER if you want to load .ppm/.pgm/.pbm files. More...
 
#define _IRR_COMPILE_WITH_PPM_WRITER_
 Define IRR_COMPILE_WITH_PPM_WRITER if you want to write .ppm files. More...
 
#define _IRR_COMPILE_WITH_PSD_LOADER_
 Define IRR_COMPILE_WITH_PSD_LOADER if you want to load .psd files. More...
 
#define _IRR_COMPILE_WITH_PSD_WRITER_
 Define IRR_COMPILE_WITH_PSD_WRITER if you want to write .psd files. More...
 
#define _IRR_COMPILE_WITH_RGB_LOADER_
 Define IRR_COMPILE_WITH_RGB_LOADER if you want to load Silicon Graphics .rgb/.rgba/.sgi/.int/.inta/.bw files. More...
 
#define _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
 Define IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT if you want to use bone based. More...
 
#define _IRR_COMPILE_WITH_SMF_LOADER_
 Define IRR_COMPILE_WITH_SMF_LOADER if you want to load 3D World Studio mesh files. More...
 
#define _IRR_COMPILE_WITH_SOFTWARE_
 Define IRR_COMPILE_WITH_SOFTWARE to compile the Irrlicht engine with software driver. More...
 
#define _IRR_COMPILE_WITH_STL_LOADER_
 Define IRR_COMPILE_WITH_STL_LOADER if you want to load stereolithography files. More...
 
#define _IRR_COMPILE_WITH_STL_WRITER_
 Define IRR_COMPILE_WITH_STL_WRITER if you want to write .stl files. More...
 
#define _IRR_COMPILE_WITH_TGA_LOADER_
 Define IRR_COMPILE_WITH_DDS_LOADER if you want to load .dds files. More...
 
#define _IRR_COMPILE_WITH_TGA_WRITER_
 Define IRR_COMPILE_WITH_TGA_WRITER if you want to write .tga files. More...
 
#define _IRR_COMPILE_WITH_WAL_LOADER_
 Define IRR_COMPILE_WITH_WAL_LOADER if you want to load .wal files. More...
 
#define _IRR_COMPILE_WITH_X11_
 Define IRR_COMPILE_WITH_X11 to compile the Irrlicht engine with X11 support. More...
 
#define _IRR_COMPILE_WITH_X11_DEVICE_
 
#define _IRR_COMPILE_WITH_X_LOADER_
 Define IRR_COMPILE_WITH_X_LOADER if you want to use Microsoft X files. More...
 
#define _IRR_COMPILE_WITH_ZIP_ENCRYPTION_
 Define IRR_USE_NON_SYSTEM_ZLIB to let irrlicht use the zlib which comes with irrlicht. More...
 
#define _IRR_COMPILE_WITH_ZLIB_
 Define _IRR_WCHAR_FILESYSTEM to enable unicode filesystem support for the engine. More...
 
#define _IRR_COMPILE_WITH_ZLIB_
 Define _IRR_WCHAR_FILESYSTEM to enable unicode filesystem support for the engine. More...
 
#define _IRR_D3D_NO_SHADER_DEBUGGING
 Define IRR_USE_NON_SYSTEM_LIBPNG to let irrlicht use the libpng which comes with irrlicht. More...
 
#define _IRR_LINUX_PLATFORM_
 WINCE is a very restricted environment for mobile devices. More...
 
#define _IRR_LINUX_X11_VIDMODE_
 
#define _IRR_MATERIAL_MAX_TEXTURES_   4
 Maximum number of texture an SMaterial can have, up to 8 are supported by Irrlicht. More...
 
#define _IRR_OPENGL_USE_EXTPOINTER_
 Define IRR_OPENGL_USE_EXTPOINTER if the OpenGL renderer should use OpenGL extensions via function pointers. More...
 
#define _IRR_POSIX_API_
 
#define BURNINGVIDEO_RENDERER_BEAUTIFUL
 Define _IRR_D3D_USE_LEGACY_HLSL_COMPILER to enable the old HLSL compiler in recent DX SDKs. More...
 
#define IRRCALLCONV
 
#define IRRLICHT_API
 Set FPU settings. More...
 
#define IRRLICHT_SDK_VERSION   "1.8.4"
 
#define IRRLICHT_VERSION_MAJOR   1
 Irrlicht SDK Version. More...
 
#define IRRLICHT_VERSION_MINOR   8
 
#define IRRLICHT_VERSION_REVISION   4
 

Macro Definition Documentation

§ __BIG_ENDIAN__

#define __BIG_ENDIAN__

Definition at line 105 of file IrrCompileConfig.h.

§ __IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_

#define __IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_

Define IRR_USE_NON_SYSTEM_BZLIB to let irrlicht use the bzlib which comes with irrlicht.

If this is commented out, Irrlicht will try to compile using the bzlib installed on the system. This is only used when IRR_COMPILE_WITH_BZLIB is defined. Define IRR_COMPILE_WITH_LZMA if you want to use LZMA compressed zip files. LZMA is a very efficient compression code, known from 7zip. Irrlicht currently only supports zip archives, though. Define __IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_ if you want to mount folders as archives

Definition at line 640 of file IrrCompileConfig.h.

§ __IRR_COMPILE_WITH_NPK_ARCHIVE_LOADER_

#define __IRR_COMPILE_WITH_NPK_ARCHIVE_LOADER_

Define __IRR_COMPILE_WITH_NPK_ARCHIVE_LOADER_ if you want to open Nebula Device NPK archives.

Definition at line 650 of file IrrCompileConfig.h.

§ __IRR_COMPILE_WITH_PAK_ARCHIVE_LOADER_

#define __IRR_COMPILE_WITH_PAK_ARCHIVE_LOADER_

Define __IRR_COMPILE_WITH_PAK_ARCHIVE_LOADER_ if you want to open ID software PAK archives.

Definition at line 645 of file IrrCompileConfig.h.

§ __IRR_COMPILE_WITH_TAR_ARCHIVE_LOADER_

#define __IRR_COMPILE_WITH_TAR_ARCHIVE_LOADER_

Define __IRR_COMPILE_WITH_TAR_ARCHIVE_LOADER_ if you want to open TAR archives.

Definition at line 655 of file IrrCompileConfig.h.

§ __IRR_COMPILE_WITH_WAD_ARCHIVE_LOADER_

#define __IRR_COMPILE_WITH_WAD_ARCHIVE_LOADER_

Define __IRR_COMPILE_WITH_WAD_ARCHIVE_LOADER_ if you want to open WAD archives.

Definition at line 660 of file IrrCompileConfig.h.

§ __IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_

#define __IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_

Define __IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_ if you want to open ZIP and GZIP archives.

ZIP reading has several more options below to configure.

Definition at line 597 of file IrrCompileConfig.h.

§ __IRR_HAS_S64

#define __IRR_HAS_S64

WinCE does not have OpenGL or DirectX9. use minimal loaders.

Define __IRR_HAS_S64 if the irr::s64 type should be enable (needs long long, available on most platforms, but not part of ISO C++ 98)

Definition at line 790 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_3DS_LOADER_

#define _IRR_COMPILE_WITH_3DS_LOADER_

Define IRR_COMPILE_WITH_3DS_LOADER if you want to load 3D Studio Max files.

Definition at line 406 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_B3D_LOADER_

#define _IRR_COMPILE_WITH_B3D_LOADER_

Define IRR_COMPILE_WITH_B3D_LOADER if you want to use Blitz3D files.

Definition at line 364 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_BMP_LOADER_

#define _IRR_COMPILE_WITH_BMP_LOADER_

Define IRR_COMPILE_WITH_BMP_LOADER if you want to load .bmp files Disabling this loader will also disable the built-in font

Definition at line 499 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_BMP_WRITER_

#define _IRR_COMPILE_WITH_BMP_WRITER_

Define IRR_COMPILE_WITH_BMP_WRITER if you want to write .bmp files.

Definition at line 560 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_BSP_LOADER_

#define _IRR_COMPILE_WITH_BSP_LOADER_

Define IRR_COMPILE_WITH_BSP_LOADER if you want to load Quake 3 BSP files.

Definition at line 421 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_BURNINGSVIDEO_

#define _IRR_COMPILE_WITH_BURNINGSVIDEO_

Define IRR_COMPILE_WITH_BURNINGSVIDEO to compile the Irrlicht engine with Burning's video driver.

If you do not need this software driver, you can comment this define out.

Definition at line 183 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_BZIP2_

#define _IRR_COMPILE_WITH_BZIP2_

Define IRR_COMPILE_WITH_BZIP2 if you want to support bzip2 compressed zip archives.

bzip2 is superior to the original zip file compression modes, but requires a certain amount of memory for decompression and adds several files to the library.

Definition at line 624 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_COLLADA_LOADER_

#define _IRR_COMPILE_WITH_COLLADA_LOADER_

Define IRR_COMPILE_WITH_COLLADA_LOADER if you want to load Collada files.

Definition at line 411 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_COLLADA_WRITER_

#define _IRR_COMPILE_WITH_COLLADA_WRITER_

Define IRR_COMPILE_WITH_COLLADA_WRITER if you want to write Collada files.

Definition at line 477 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_CONSOLE_DEVICE_

#define _IRR_COMPILE_WITH_CONSOLE_DEVICE_

Uncomment this line to compile with the SDL device.

The defines for different operating system are: IRR_XBOX_PLATFORM for XBox IRR_WINDOWS for all irrlicht supported Windows versions IRR_WINDOWS_CE_PLATFORM for Windows CE IRR_WINDOWS_API for Windows or XBox IRR_LINUX_PLATFORM for Linux (it is defined here if no other os is defined) IRR_SOLARIS_PLATFORM for Solaris IRR_OSX_PLATFORM for Apple systems running OSX IRR_POSIX_API for Posix compatible systems Note: PLATFORM defines the OS specific layer, API can group several platforms DEVICE is the windowing system used, several PLATFORMs support more than one DEVICE Irrlicht can be compiled with more than one device IRR_COMPILE_WITH_WINDOWS_DEVICE for Windows API based device IRR_COMPILE_WITH_WINDOWS_CE_DEVICE for Windows CE API based device IRR_COMPILE_WITH_OSX_DEVICE for Cocoa native windowing on OSX IRR_COMPILE_WITH_X11_DEVICE for Linux X11 based device IRR_COMPILE_WITH_SDL_DEVICE for platform independent SDL framework IRR_COMPILE_WITH_CONSOLE_DEVICE for no windowing system, used as a fallback IRR_COMPILE_WITH_FB_DEVICE for framebuffer systems Passing defines to the compiler which have NO in front of the IRR definename is an alternative way which can be used to disable defines (instead of outcommenting them in this header). So defines can be controlled from Makefiles or Projectfiles which allows building different library versions without having to change the sources. Example: NO_IRR_COMPILE_WITH_X11 would disable X11Comment this line to compile without the fallback console device.

Definition at line 54 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_CSM_LOADER_

#define _IRR_COMPILE_WITH_CSM_LOADER_

Define IRR_COMPILE_WITH_CSM_LOADER if you want to load Cartography Shop files.

Definition at line 416 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_DMF_LOADER_

#define _IRR_COMPILE_WITH_DMF_LOADER_

Define IRR_COMPILE_WITH_DMF_LOADER if you want to load DeleD files.

Definition at line 426 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_GUI_

#define _IRR_COMPILE_WITH_GUI_

Define IRR_COMPILE_WITH_GUI to compile the engine with the built-in GUI.

X11 has by default only monochrome cursors, but using the Xcursor library we can also get color cursor support. If you have the need for custom color cursors on X11 then enable this and make sure you also link to the Xcursor library in your Makefile/Projectfile. Disable this if you are using an external library to draw the GUI. If you disable this then you will not be able to use anything provided by the GUI Environment, including loading fonts.

Definition at line 230 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_HALFLIFE_LOADER_

#define _IRR_COMPILE_WITH_HALFLIFE_LOADER_

Define IRR_COMPILE_WITH_HALFLIFE_LOADER if you want to load Halflife animated files.

Definition at line 391 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_IRR_MESH_LOADER_

#define _IRR_COMPILE_WITH_IRR_MESH_LOADER_

Define IRR_COMPILE_WITH_IRR_MESH_LOADER if you want to load Irrlicht Engine .irrmesh files.

Definition at line 386 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_IRR_SCENE_LOADER_

#define _IRR_COMPILE_WITH_IRR_SCENE_LOADER_

Uncomment the following line if you want to ignore the deprecated warnings.

Define IRR_COMPILE_WITH_IRR_SCENE_LOADER if you want to be able to load .irr scenes using ISceneManager::loadScene

Definition at line 349 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_IRR_WRITER_

#define _IRR_COMPILE_WITH_IRR_WRITER_

Define IRR_COMPILE_WITH_IRR_WRITER if you want to write static .irrMesh files.

Definition at line 472 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_JOYSTICK_EVENTS_

#define _IRR_COMPILE_WITH_JOYSTICK_EVENTS_

Define IRR_COMPILE_WITH_JOYSTICK_SUPPORT if you want joystick events.

Definition at line 114 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_JPG_LOADER_

#define _IRR_COMPILE_WITH_JPG_LOADER_

Define IRR_COMPILE_WITH_JPG_LOADER if you want to load .jpg files.

Definition at line 504 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_JPG_WRITER_

#define _IRR_COMPILE_WITH_JPG_WRITER_

Define IRR_COMPILE_WITH_JPG_WRITER if you want to write .jpg files.

Definition at line 565 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_LIBJPEG_

#define _IRR_COMPILE_WITH_LIBJPEG_

Define IRR_USE_NON_SYSTEM_ZLIB to let irrlicht use the zlib which comes with irrlicht.

If this is commented out, Irrlicht will try to compile using the zlib installed in the system. This is only used when IRR_COMPILE_WITH_ZLIB is defined. Define IRR_COMPILE_WITH_JPEGLIB to enable compiling the engine using libjpeg. This enables the engine to read jpeg images. If you comment this out, the engine will no longer read .jpeg images.

Definition at line 259 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_LIBPNG_

#define _IRR_COMPILE_WITH_LIBPNG_

Define IRR_USE_NON_SYSTEM_JPEG_LIB to let irrlicht use the jpeglib which comes with irrlicht.

If this is commented out, Irrlicht will try to compile using the jpeg lib installed in the system. This is only used when IRR_COMPILE_WITH_LIBJPEG is defined. Define IRR_COMPILE_WITH_LIBPNG to enable compiling the engine using libpng. This enables the engine to read png images. If you comment this out, the engine will no longer read .png images.

Definition at line 272 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_LMP_LOADER_

#define _IRR_COMPILE_WITH_LMP_LOADER_

Define IRR_COMPILE_WITH_LMP_LOADER if you want to load .lmp files.

Definition at line 549 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_LMTS_LOADER_

#define _IRR_COMPILE_WITH_LMTS_LOADER_

Define IRR_COMPILE_WITH_LMTS_LOADER if you want to load LMTools files.

Definition at line 431 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_LWO_LOADER_

#define _IRR_COMPILE_WITH_LWO_LOADER_

Define IRR_COMPILE_WITH_LWO_LOADER if you want to load Lightwave3D files.

Definition at line 451 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_MD2_LOADER_

#define _IRR_COMPILE_WITH_MD2_LOADER_

Define IRR_COMPILE_WITH_MD2_LOADER if you want to load Quake 2 animated files.

Definition at line 396 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_MD3_LOADER_

#define _IRR_COMPILE_WITH_MD3_LOADER_

Define IRR_COMPILE_WITH_MD3_LOADER if you want to load Quake 3 animated files.

Definition at line 401 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_MS3D_LOADER_

#define _IRR_COMPILE_WITH_MS3D_LOADER_

Define IRR_COMPILE_WITH_MS3D_LOADER if you want to Milkshape files.

Definition at line 369 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_MY3D_LOADER_

#define _IRR_COMPILE_WITH_MY3D_LOADER_

Define IRR_COMPILE_WITH_MY3D_LOADER if you want to load MY3D files.

Definition at line 436 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_OBJ_LOADER_

#define _IRR_COMPILE_WITH_OBJ_LOADER_

Define IRR_COMPILE_WITH_OBJ_LOADER if you want to load Wavefront OBJ files.

Definition at line 441 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_OBJ_WRITER_

#define _IRR_COMPILE_WITH_OBJ_WRITER_

Define IRR_COMPILE_WITH_OBJ_WRITER if you want to write .obj files.

Definition at line 487 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_OCT_LOADER_

#define _IRR_COMPILE_WITH_OCT_LOADER_

Define IRR_COMPILE_WITH_OCT_LOADER if you want to load FSRad OCT files.

Definition at line 446 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_OGRE_LOADER_

#define _IRR_COMPILE_WITH_OGRE_LOADER_

Define IRR_COMPILE_WITH_OGRE_LOADER if you want to load Ogre 3D files.

Definition at line 379 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_OPENGL_

#define _IRR_COMPILE_WITH_OPENGL_

Define IRR_COMPILE_WITH_OPENGL to compile the Irrlicht engine with OpenGL.

Define IRR_COMPILE_WITH_DIRECT3D_8 and IRR_COMPILE_WITH_DIRECT3D_9 to compile the Irrlicht engine with Direct3D8 and/or DIRECT3D9. If you only want to use the software device or opengl you can disable those defines. This switch is mostly disabled because people do not get the g++ compiler compile directX header files, and directX is only available on Windows platforms. If you are using Dev-Cpp, and want to compile this using a DX dev pack, you can define IRR_COMPILE_WITH_DX9_DEV_PACK. So you simply need to add something like this to the compiler settings: -DIRR_COMPILE_WITH_DX9_DEV_PACK and this to the linker settings: -ld3dx9 -ld3dx8

Microsoft have chosen to remove D3D8 headers from their recent DXSDKs, and so D3D8 support is now disabled by default. If you really want to build with D3D8 support, then you will have to source a DXSDK with the appropriate headers, e.g. Summer 2004. This is a Microsoft issue, not an Irrlicht one. If you do not wish the engine to be compiled with OpenGL, comment this define out.

Definition at line 168 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_PCX_LOADER_

#define _IRR_COMPILE_WITH_PCX_LOADER_

Define IRR_COMPILE_WITH_PCX_LOADER if you want to load .pcx files.

Definition at line 509 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_PCX_WRITER_

#define _IRR_COMPILE_WITH_PCX_WRITER_

Define IRR_COMPILE_WITH_PCX_WRITER if you want to write .pcx files.

Definition at line 570 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_PLY_LOADER_

#define _IRR_COMPILE_WITH_PLY_LOADER_

Define IRR_COMPILE_WITH_PLY_LOADER if you want to load Polygon (Stanford Triangle) files.

Definition at line 461 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_PLY_WRITER_

#define _IRR_COMPILE_WITH_PLY_WRITER_

Define IRR_COMPILE_WITH_PLY_WRITER if you want to write .ply files.

Definition at line 492 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_PNG_LOADER_

#define _IRR_COMPILE_WITH_PNG_LOADER_

Define IRR_COMPILE_WITH_PNG_LOADER if you want to load .png files.

Definition at line 514 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_PNG_WRITER_

#define _IRR_COMPILE_WITH_PNG_WRITER_

Define IRR_COMPILE_WITH_PNG_WRITER if you want to write .png files.

Definition at line 575 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_PPM_LOADER_

#define _IRR_COMPILE_WITH_PPM_LOADER_

Define IRR_COMPILE_WITH_PPM_LOADER if you want to load .ppm/.pgm/.pbm files.

Definition at line 519 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_PPM_WRITER_

#define _IRR_COMPILE_WITH_PPM_WRITER_

Define IRR_COMPILE_WITH_PPM_WRITER if you want to write .ppm files.

Definition at line 580 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_PSD_LOADER_

#define _IRR_COMPILE_WITH_PSD_LOADER_

Define IRR_COMPILE_WITH_PSD_LOADER if you want to load .psd files.

Definition at line 524 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_PSD_WRITER_

#define _IRR_COMPILE_WITH_PSD_WRITER_

Define IRR_COMPILE_WITH_PSD_WRITER if you want to write .psd files.

Definition at line 585 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_RGB_LOADER_

#define _IRR_COMPILE_WITH_RGB_LOADER_

Define IRR_COMPILE_WITH_RGB_LOADER if you want to load Silicon Graphics .rgb/.rgba/.sgi/.int/.inta/.bw files.

Definition at line 554 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_

#define _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_

Define IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT if you want to use bone based.

animated meshes. If you compile without this, you will be unable to load B3D, MS3D or X meshes

Definition at line 357 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_SMF_LOADER_

#define _IRR_COMPILE_WITH_SMF_LOADER_

Define IRR_COMPILE_WITH_SMF_LOADER if you want to load 3D World Studio mesh files.

Definition at line 466 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_SOFTWARE_

#define _IRR_COMPILE_WITH_SOFTWARE_

Define IRR_COMPILE_WITH_SOFTWARE to compile the Irrlicht engine with software driver.

If you do not need the software driver, or want to use Burning's Video instead, comment this define out

Definition at line 176 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_STL_LOADER_

#define _IRR_COMPILE_WITH_STL_LOADER_

Define IRR_COMPILE_WITH_STL_LOADER if you want to load stereolithography files.

Definition at line 456 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_STL_WRITER_

#define _IRR_COMPILE_WITH_STL_WRITER_

Define IRR_COMPILE_WITH_STL_WRITER if you want to write .stl files.

Definition at line 482 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_TGA_LOADER_

#define _IRR_COMPILE_WITH_TGA_LOADER_

Define IRR_COMPILE_WITH_DDS_LOADER if you want to load .dds files.

Define IRR_COMPILE_WITH_TGA_LOADER if you want to load .tga files

Definition at line 539 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_TGA_WRITER_

#define _IRR_COMPILE_WITH_TGA_WRITER_

Define IRR_COMPILE_WITH_TGA_WRITER if you want to write .tga files.

Definition at line 590 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_WAL_LOADER_

#define _IRR_COMPILE_WITH_WAL_LOADER_

Define IRR_COMPILE_WITH_WAL_LOADER if you want to load .wal files.

Definition at line 544 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_X11_

#define _IRR_COMPILE_WITH_X11_

Define IRR_COMPILE_WITH_X11 to compile the Irrlicht engine with X11 support.

If you do not wish the engine to be compiled with X11, comment this define out.

Definition at line 192 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_X11_DEVICE_

#define _IRR_COMPILE_WITH_X11_DEVICE_

Definition at line 109 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_X_LOADER_

#define _IRR_COMPILE_WITH_X_LOADER_

Define IRR_COMPILE_WITH_X_LOADER if you want to use Microsoft X files.

Definition at line 374 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_ZIP_ENCRYPTION_

#define _IRR_COMPILE_WITH_ZIP_ENCRYPTION_

Define IRR_USE_NON_SYSTEM_ZLIB to let irrlicht use the zlib which comes with irrlicht.

If this is commented out, Irrlicht will try to compile using the zlib installed on the system. This is only used when IRR_COMPILE_WITH_ZLIB is defined. Define IRR_COMPILE_WITH_ZIP_ENCRYPTION if you want to read AES-encrypted ZIP archives

Definition at line 616 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_ZLIB_ [1/2]

#define _IRR_COMPILE_WITH_ZLIB_

Define _IRR_WCHAR_FILESYSTEM to enable unicode filesystem support for the engine.

Define IRR_COMPILE_WITH_ZLIB to enable compiling the engine using zlib.

This enables the engine to read/write from unicode filesystem. If you disable this feature, the engine behave as before (ansi). This is currently only supported for Windows based systems. You also have to set #define UNICODE for this to compile.Define IRR_COMPILE_WITH_ZLIB to enable compiling the engine using zlib. This enables the engine to read from compressed .zip archives. If you disable this feature, the engine can still read archives, but only uncompressed ones.

This enables the engine to read from compressed .zip archives. If you disable this feature, the engine can still read archives, but only uncompressed ones.

Definition at line 606 of file IrrCompileConfig.h.

§ _IRR_COMPILE_WITH_ZLIB_ [2/2]

#define _IRR_COMPILE_WITH_ZLIB_

Define _IRR_WCHAR_FILESYSTEM to enable unicode filesystem support for the engine.

Define IRR_COMPILE_WITH_ZLIB to enable compiling the engine using zlib.

This enables the engine to read/write from unicode filesystem. If you disable this feature, the engine behave as before (ansi). This is currently only supported for Windows based systems. You also have to set #define UNICODE for this to compile.Define IRR_COMPILE_WITH_ZLIB to enable compiling the engine using zlib. This enables the engine to read from compressed .zip archives. If you disable this feature, the engine can still read archives, but only uncompressed ones.

This enables the engine to read from compressed .zip archives. If you disable this feature, the engine can still read archives, but only uncompressed ones.

Definition at line 606 of file IrrCompileConfig.h.

§ _IRR_D3D_NO_SHADER_DEBUGGING

#define _IRR_D3D_NO_SHADER_DEBUGGING

Define IRR_USE_NON_SYSTEM_LIBPNG to let irrlicht use the libpng which comes with irrlicht.

If this is commented out, Irrlicht will try to compile using the libpng installed in the system. This is only used when IRR_COMPILE_WITH_LIBPNG is defined. Define IRR_D3D_NO_SHADER_DEBUGGING to disable shader debugging in D3D9 If _IRR_D3D_NO_SHADER_DEBUGGING is undefined in IrrCompileConfig.h, it is possible to debug all D3D9 shaders in VisualStudio. All shaders (which have been generated in memory or read from archives for example) will be emitted into a temporary file at runtime for this purpose. To debug your shaders, choose Debug->Direct3D->StartWithDirect3DDebugging in Visual Studio, and for every shader a file named 'irr_dbg_shader%%.vsh' or 'irr_dbg_shader_%%.psh' will be created. Drag'n'drop the file you want to debug into visual studio. That's it. You can now set breakpoints and watch registers, variables etc. This works with ASM, HLSL, and both with pixel and vertex shaders. Note that the engine will run in D3D REF for this, which is a lot slower than HAL.

Definition at line 292 of file IrrCompileConfig.h.

§ _IRR_LINUX_PLATFORM_

#define _IRR_LINUX_PLATFORM_

WINCE is a very restricted environment for mobile devices.

WIN32 for Windows32 WIN64 for Windows64

Definition at line 102 of file IrrCompileConfig.h.

§ _IRR_LINUX_X11_VIDMODE_

#define _IRR_LINUX_X11_VIDMODE_

On some Linux systems the XF86 vidmode extension or X11 RandR are missing. Use these flags to remove the dependencies such that Irrlicht will compile on those systems, too. If you don't need colored cursors you can also disable the Xcursor extension

Definition at line 208 of file IrrCompileConfig.h.

§ _IRR_MATERIAL_MAX_TEXTURES_

#define _IRR_MATERIAL_MAX_TEXTURES_   4

Maximum number of texture an SMaterial can have, up to 8 are supported by Irrlicht.

Definition at line 121 of file IrrCompileConfig.h.

§ _IRR_OPENGL_USE_EXTPOINTER_

#define _IRR_OPENGL_USE_EXTPOINTER_

Define IRR_OPENGL_USE_EXTPOINTER if the OpenGL renderer should use OpenGL extensions via function pointers.

On some systems there is no support for the dynamic extension of OpenGL via function pointers such that this has to be undef'ed.

Definition at line 201 of file IrrCompileConfig.h.

§ _IRR_POSIX_API_

#define _IRR_POSIX_API_

Definition at line 108 of file IrrCompileConfig.h.

§ BURNINGVIDEO_RENDERER_BEAUTIFUL

#define BURNINGVIDEO_RENDERER_BEAUTIFUL

Define _IRR_D3D_USE_LEGACY_HLSL_COMPILER to enable the old HLSL compiler in recent DX SDKs.

This enables support for ps_1_x shaders for recent DX SDKs. Otherwise, support for this shader model is not available anymore in SDKs after Oct2006. You need to distribute the OCT2006_d3dx9_31_x86.cab or OCT2006_d3dx9_31_x64.cab though, in order to provide the user with the proper DLL. That's why it's disabled by default. Define IRR_COMPILE_WITH_CG to enable Cg Shading Language support Define IRR_USE_NVIDIA_PERFHUD to opt-in to using the nVidia PerHUD tool Enable, by opting-in, to use the nVidia PerfHUD performance analysis driver tool http://developer.nvidia.com/object/nvperfhud_home.html. Define one of the three setting for Burning's Video Software Rasterizer So if we were marketing guys we could say Irrlicht has 4 Software-Rasterizers. In a Nutshell: All Burnings Rasterizers use 32 Bit Backbuffer, 32Bit Texture & 32 Bit Z or WBuffer, 16 Bit/32 Bit can be adjusted on a global flag.

BURNINGVIDEO_RENDERER_BEAUTIFUL 32 Bit + Vertexcolor + Lighting + Per Pixel Perspective Correct + SubPixel/SubTexel Correct + Bilinear Texturefiltering + WBuffer

BURNINGVIDEO_RENDERER_FAST 32 Bit + Per Pixel Perspective Correct + SubPixel/SubTexel Correct + WBuffer + Bilinear Dithering TextureFiltering + WBuffer

BURNINGVIDEO_RENDERER_ULTRA_FAST 16Bit + SubPixel/SubTexel Correct + ZBuffer

Definition at line 339 of file IrrCompileConfig.h.

§ IRRCALLCONV

#define IRRCALLCONV

Definition at line 708 of file IrrCompileConfig.h.

§ IRRLICHT_API

#define IRRLICHT_API

Set FPU settings.

Irrlicht should use approximate float and integer fpu techniques precision will be lower but speed higher. currently X86 only

Definition at line 705 of file IrrCompileConfig.h.

Referenced by irr::video::SMaterial::isTransparent().

§ IRRLICHT_SDK_VERSION

#define IRRLICHT_SDK_VERSION   "1.8.4"

Definition at line 15 of file IrrCompileConfig.h.

§ IRRLICHT_VERSION_MAJOR

#define IRRLICHT_VERSION_MAJOR   1

Irrlicht SDK Version.

Definition at line 9 of file IrrCompileConfig.h.

§ IRRLICHT_VERSION_MINOR

#define IRRLICHT_VERSION_MINOR   8

Definition at line 10 of file IrrCompileConfig.h.

§ IRRLICHT_VERSION_REVISION

#define IRRLICHT_VERSION_REVISION   4

Definition at line 11 of file IrrCompileConfig.h.