//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- // -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- // // Advanced hardware functionality. // now owns the global stuff for FSAA, rather than sceneGraph. // define the globals first. don't bracket them, as it doesn't hurt to have // them defined always... S32 gFSAASamples = 1; ///< 1==no FSAA. ConsoleFunctionGroupBegin( MacFSAA, "Mac-specific FSAA control functions."); /*! @defgroup MacFSAA Mac Anti-Aliasing @ingroup TorqueScriptFunctions @{ */ #if defined(TORQUE_OS_OSX) // new FSAA simple-method handling //------------------------------------------------------------------------------ /*! */ ConsoleFunctionWithDocs( setFSAA, ConsoleVoid, 2, 2, (int)) { gFSAASamples = dAtoi(argv[1]); if (gFSAASamples<1) gFSAASamples = 1; else if (gFSAASamples>gGLState.maxFSAASamples) gFSAASamples = gGLState.maxFSAASamples; dglSetFSAASamples(gFSAASamples); } //------------------------------------------------------------------------------ /*! */ ConsoleFunctionWithDocs( increaseFSAA, ConsoleVoid, 1, 1, ()) { if (gFSAASamples1) { gFSAASamples>>=1; dglSetFSAASamples(gFSAASamples); } } ConsoleFunctionGroupEnd( MacFSAA ); #endif /*! @} */ // end group MacFSAA