| DemoGL::Reference::Functions::DEMOGL_SetVariable |
void DEMOGL_SetVariable( const int iFlag, const int iValue );
void DEMOGL_SetVariable( const int iFlag, const bool bValue );
void DEMOGL_SetVariable( const int iFlag, const char *pszValue );
| iFlag | Description |
| DGL_VF_VSYNC |
Switches on/off VSYNC in the driver, if the driver supports this. When true DemoGL
will switch ON VSYNC immediately, which means the OpenGL driver will wait with the backbuffer-
frontbuffer flip when the vertical retrace takes place, which is dependant on the frequency of
the user's monitor.
Default: false |
| DGL_VF_FILESRC |
Specifies if DemoGL should read all data from a directory or from a datafile. When iValue
is DGL_FSRC_LOADFROMDATAFILE, DGL_VF_SRCDIR specifies which dir inside the datafile should be
used and which datafile is specified by DGL_VF_DATAFILENAME. When iValue is
DGL_FSRC_LOADFROMDIR, DGL_VFSRCDIR specifies the sourcedirectory where to read from and
DGL_VF_DATAFILENAME is ignored.
Default: DGL_FSRC_LOADFROMDATAFILE |
| DGL_VF_SRCDIR |
Specifies which sourcedirectory DemoGL should use to read the data from. If DGL_VF_FILESRC is
DGL_FSRC_LOADFROMDATAFILE, DGL_VF_SRCDIR specifies the directory inside the datafile to see as
root directory which contains all directories and files to read the datafiles from. If DGL_VF_FILESRC
is DGL_FSRC_LOADFROMDIR, DGL_VF_SRCDIR specifies the actual directory on disk where to read the
datafiles from. DGL_VF_SRCDIR is placed before each filename passed to DemoGL to make the complete
filename to use for loading.
Default: "" |
| DGL_VF_DATAFILENAME |
Specifies which file DemoGL should see as datafile. A datafile is a normal ZIP file. When
DGL_VF_FILESRC is DGL_FSRC_LOADFROMDIR, DGL_VF_DATAFILENAME is ignored.
Default: "demodat.zip" |
| DGL_VF_SCRIPTFILENAME |
Specifies the filename of the application script. This script contains the timeline event commands
and controls the execution behaviour of the application: when does what happen.
Default: "demoflow" |
| DGL_VF_SHOWFPS |
Specifies if the FPS (frames per second) counter is visible (true) or not (false). Setting this
variable will have effect in the next frame. It's equivalent by pressing F2 during application
execution. The effectiveness of this variable depends on DGL_VF_NEVERSHOWFPS. If DGL_VF_NEVERSHOWFPS
is false, DGL_VF_SHOWFPS has no effect: the FPS counter will never show.
Default: false |
| DGL_VF_NEVERSHOWFPS |
Specifies if the FPS (frames per second) counter can be toggled on / off (false) or that it should be locked (true).
When DGL_VF_NEVERSHOWFPS is true, pressing F2 or setting DGL_VF_SHOWFPS doesn't have any effect: the FPS counter won't
show up.
Default: false |
| DGL_VF_NEVERSHOWCONSOLE |
Specifies if the console can be made visible (false) or not (true). When DGL_VF_NEVERSHOWCONSOLE is true, pressing
one of the keys that make the system console be visible instead of the effects will not have any effect: the console
will never appear.
Default: false |
| DGL_VF_SHOWDEBUGINFO |
Specifies if the debug info overlay is visible (true) or not (false) during normal execution when the
system console is not visible. Setting this variable will have effect in the next frame.
It's equivalent by pressing F5 during application execution. The effectiveness of this variable depends
on DGL_VF_NEVERSHOWDEBUGINFO. If DGL_VF_NEVERSHOWDEBUGINFO is false, DGL_VF_SHOWDEBUGINFO has no effect:
the debug info overlay will never show. The debug info overlay is essentially a copy of a part of the system console
content, so you can see what is logged to the console during normal application execution. Debug info has to be
on to be able to switch on the input prompt by pressing F6. So locking the debug info overlay using
DGL_VF_NEVERSHOWDEBUGINFO will also lock the input prompt.
Default: false |
| DGL_VF_NEVERSHOWDEBUGINFO |
Specifies if the debug info overlay can be made visible (false) or not (true), and thus also if the input prompt
can be switched on or not. When DGL_VF_NEVERSHOWDEBUGINFO is true, pressing F5 or setting DGL_VF_SHOWDEBUGINFO
to true won't have any effect: the debug info overlay and with that the possibility to switch on the inputprompt
will never show up.
Default: false |
| DGL_VF_NEVERRESCALETEXTURES |
Specifies if DemoGL should switch on (false) or off (true) the checkbox in the startup dialog which allows the user
to select if textures used by the application and managed by DemoGL should be rescaled when the videocard can't handle
the textures because the size(s) of the textures exceed the maximum limits of the videocard. Voodoo3's have f.e. a
maximum limit of 256x256 pixels per texture. Using a 512x512 texture in an application will cause an OpenGL error
on a Voodoo3, which results in that the texture won't show up. When the user is able to select the checkbox on the
startup dialog, DemoGL will rescale any texture, by preserving proportions, to a size that can be handled by the
videocard. Of course this can lead to blurry textures, since the textures are scaled down, so the developer can
decide if the user is able to rescale or not, by setting DGL_VF_NEVERRESCALETEXTURES to true (the user is not able
to select rescaling) or false (the user is able to select rescaling). Rescaling is done using the glu32 functions.
Default: true |
| DGL_VF_QUICKBOOT |
Specifies if DemoGL should log to the system console every message produced during startup of the application (false)
or that is should log to the system console only error messages (true). During development it's handy to have the
complete messagelog in the system console, but this can be a bit slow during application startup. Specifying true for
DGL_VF_QUICKBOOT will only report the very necessary messages and all errormessages, resulting in a very fast
startup, which is what you want when you release your application.
Default: true |
| DGL_VF_USERENDERFRAMEEX |
Specifies if DemoGL should use the effect object's method RenderFrame or the new method RenderFrameEx when
an effect object should be rendered. RenderFrameEx is the same as RenderFrame but it also receives the layer number the
effectobject is running on. This can be handy when you want to run a CEffect
derived effect class on more than one layer, and you start the instance of that effect class on more than one layer. You can
then make the effect behave differently on each layer, by including special rendercode in the RenderFrameEx method of
the effect class which uses the layer number. It best works with multiple instances of the same effect class, running
on their own layers. You should create and register these instances in the WinMain function.
Default: false |
| DGL_VF_INITFAILURERESPONSE |
Specifies what DemoGL should do when the Init method of a CEffect derived
class fails during the startup of the application. When DGL_VF_INITFAILURERESPONSE is DGL_AIFF_IGNORE and the Init method
reports as returnvalue SYS_NOK, nothing is done and DemoGL continues as nothing happened. When DGL_VF_INITFAILURERESPONSE is
set to DGL_AIFF_DIE and the Init method of an effect object reports SYS_NOK, DemoGL will abort further execution and
DEMOGL_AppRun will return to the caller. When DGL_VF_INITFAILURERESPONSE
is DGL_AIFF_REMOVE and the Init method of an effect object reports SYS_NOK, DemoGL will remove the effect object from
the effect store, like it was never registered. All commands in the script will fail, but execution of the application
continues.
Default: DGL_AIFF_IGNORE |
| DGL_VF_SWAPBUFFERS |
Specifies if DemoGL should swap the back- and frontbuffer when all layers have been drawn (true) or not (false). Setting this
parameters has effect in the current rendercycle, thus immediately, so it's important when you set this variable when you
want to use this feature during runtime. A possible usage can be that you want to render all layers in the backbuffer, create
a texture of that backbuffer and clear the backbuffer again, then render another scene with the texture just created.
Default: true |
Last changed on 20-jan-2001
©1999-2001 Solutions Design