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////////////////////////////////////////////////////////////// |
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// |
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// GLI - openGL Intercept Configuration file |
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// |
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////////////////////////////////////////////////////////////// |
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// |
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// (Note: all options are case sensetitive) |
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// |
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////////////////////////////////////////////////////////////// |
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////////////////////////////////////////////////////////////// |
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// |
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// Log Options: |
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// |
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////////////////////////////////////////////////////////////// |
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// |
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// LogEnabled - Enable function call logging |
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// |
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// LogFlush - If true, will flush the logger after each OpenGL call is made. |
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// This is useful to catch a OpenGL call that crashes the |
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// application. This only applies to text file logging. |
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// |
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// LogPath - Path to store the logged files. If not specified, files |
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// will be stored relative to the GLI OpenGL dll. |
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// |
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// LogFileName - The name of the file to log to (without extension) |
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// |
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// LogMaxNumFrames - The maximum number of frames that will be logged. |
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// This is useful for retrieving startup information from a |
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// application or limiting the file size on apps that make |
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// a lot of OpenGL calls (Note: This also affects per-frame logging) |
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// |
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// LogFormat - The format of the log. If equal to "XML" (without quotes) |
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// will log in the XML format. Else, the plain text format is used. |
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// |
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// XMLFormat::XSLFile - When the log format is XML, this option specifies the XSL file |
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// to be used (if any). A XSL file usually formats the XML into a |
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// readable HTML format. |
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// |
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// XMLFormat::BaseDir - The base (or source) directory where the XSL file can be found. |
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// |
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////////////////////////////////////////////////////////////// |
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LogEnabled = True; |
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LogFlush = False; |
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//LogPath = "c:\temp\"; |
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LogFileName = "gliInterceptLog" |
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//LogMaxNumFrames = 200; |
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//LogFormat = XML; |
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XMLFormat |
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{ |
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XSLFile = gliIntercept_DHTML2.xsl; |
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BaseDir = "C:\Program Files\GLIntercept0_5\XSL"; |
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} |
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////////////////////////////////////////////////////////////// |
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// |
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// LogPerFrame Options: |
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// |
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////////////////////////////////////////////////////////////// |
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// |
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// Enabled - Enable logging per frame. If this is true, instead of |
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// logging all OpenGL calls, the below frame start keys will |
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// enable the loggers at the start of a frame. The loggers |
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// will be disabled when the keys are pressed again and the next |
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// frame is reached (see OneFrameOnly for other options). |
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// |
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// Output of logging is saved to a directory called |
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// Frame_XXXX where XXXX is the frame number that logging |
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// started. |
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// |
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// FrameStartKeys - The keys used to enable/disable logging. Valid values can be any |
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// combination of 0-9,a-z,f1-f12,ctrl,shift,tab,lwin,rwin, |
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// print,up,down,left,right,add,sub,insert,delete etc. |
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// |
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// OneFrameOnly - If enabled, will only log only one frame per key-press. |
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// Loggers will be disabled at the end of the next frame. |
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// |
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////////////////////////////////////////////////////////////// |
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LogPerFrame |
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{ |
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Enabled = False; |
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FrameStartKeys = (ctrl,shift,f); |
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OneFrameOnly = True; |
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} |
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////////////////////////////////////////////////////////////// |
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// |
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// Input Files: |
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// |
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////////////////////////////////////////////////////////////// |
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// |
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// GLFunctionDefines - The file to retrieve the OpenGL function defines from. |
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// (The text header files that contain the parameters of OpenGL functions to be logged) |
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// |
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// GLSystemLib - The full path to the "real" OpenGL system library. This will be assigned automatically |
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// so usually does not have to be defined. |
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// |
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////////////////////////////////////////////////////////////// |
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GLFunctionDefines = "C:\Program Files\GLIntercept0_5\GLFunctions\gliIncludes.h" |
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//GLSystemLib = "c:\windows\system32\opengl32.dll" |
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////////////////////////////////////////////////////////////// |
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// |
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// Error Checking: |
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// |
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////////////////////////////////////////////////////////////// |
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// |
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// GLErrorChecking - A OpenGL glGetError() is made after all appropiate OpenGL calls. |
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// If an error is detected, the error code is logged to the current text/XML log next |
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// to the function that caused the error. |
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// (OpenGL Error context is still saved so application invoked glGetError() calls are safe) |
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// |
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// ThreadChecking - While GLIntercept is not currently thread-safe, (ie. So you cannot have multiple render |
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// contexts active at the same time) enabling this option will perform basic thread checking. |
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// (Will currently check OpenGL calls to see if they are made on the thread with the |
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// active render context) |
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// |
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// BreakOnError - (used with above) Issue programmer debug breakpoint on an error. |
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// Note that glIntercept alters the stack, so to get a valid call stack when debugging |
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// you will need to step through some assembly (F10 on VC6) until the stack is restored. |
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// |
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// LogOnError - (used with above) Log all OpenGL errors to the GLIntercept error log (gliLog.txt). |
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// |
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// ExtendedErrorLog - (used with above) Report all available data about the function the produced the error. |
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// (ie. Full resolved parameters that were passed to the function are reported.) |
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// (Enabling this option will cause a severe slowdown even when no errors are produced. Only |
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// enable when debugging specific errors) |
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// |
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// DebuggerErrorLog - Mirror the contents of the error log (gliLog.txt) file to the debuggers' window. |
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// |
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////////////////////////////////////////////////////////////// |
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GLErrorChecking = True; |
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ThreadChecking = False; |
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BreakOnError = False; |
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LogOnError = True; |
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ExtendedErrorLog = False; |
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DebuggerErrorLog = True; |
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////////////////////////////////////////////////////////////// |
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// |
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// Image logging: |
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// |
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////////////////////////////////////////////////////////////// |
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// |
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// LogEnabled - Enabled the image logger. OpenGL textures are saved to the directory |
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// "Images" under the main log path. Only the texture types specified in |
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// SaveGLTypes are saved. |
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// |
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// RenderCallStateLog - If enabled, each render call issued will list the currently bound |
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// textures for all texture stages. (works with text and XML logging) |
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// |
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// SaveFormats - The image formats to save the textures in. Current valid formats are |
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// PNG,JPG and TGA. Note that more than one format can be specified. |
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// (ie. (PNG,TGA) will save all textures twice, once in PNG format, once |
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// in TGA format) |
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// |
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// Note on image formats: |
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// TGA - Is pixel precise and is the fastest save format but is also the biggest. |
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// TGA's are also not supported by web browsers (if you use XML with XSL to view the logs). |
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// PNG - Is pixel precise and is slower to save but is smaller than TGA. |
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// PNG's are brower compatable. |
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// JPG - Is a format that does not save alpha and saves colors in a lossy format. |
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// It is the smallest format and is slower to save than TGA's. |
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// JPG's are brower compatable. |
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// |
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// FlipXAxis - The saving of textures is upside-down by default. Using this option will |
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// flip the image before saving. |
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// |
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// TileCubeMaps - Cube map textures are saved as six individual images. Enabling this option enables |
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// the six image to be tiled together (flattened cube shaped) and saved as one image. |
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// |
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// SaveGLTypes - The types of OpenGL textures to save. Valid options are 1D,2D,3D and CUBE. |
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// Note: NVRect textures use the 2D option. |
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// |
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// SavePbufferTex - This option enables/disables the saving of textures that are bound from a p-buffer. |
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// Note: P-Buffer textures are saved each time a p-buffer is bound to the texture. |
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// (ie. no checks are performed to see if the p-buffer has changed) |
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// |
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// ImageIcon->Enabled - This enables saving a icon version of all images saved. (useful in XML browser viewing) |
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// |
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// ImageIcon->SaveFormat - The format of the save icon images (TGA,PNG or JPG) |
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// |
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// ImageIcon->Size - The size of the icons to save |
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// |
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////////////////////////////////////////////////////////////// |
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ImageLog |
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{ |
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LogEnabled = True; |
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RenderCallStateLog = True; |
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SaveFormats = PNG; |
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FlipXAxis = False; |
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TileCubeMaps= True; |
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SaveGLTypes = (1D,2D,3D,CUBE); |
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SavePbufferTex = True; |
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ImageIcon |
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{ |
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Enabled=true; |
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SaveFormat = JPG; |
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Size = 40; |
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} |
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} |
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////////////////////////////////////////////////////////////// |
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// |
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// Shader logging |
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// |
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////////////////////////////////////////////////////////////// |
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// |
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// LogEnabled - Enabled the shader logger. OpenGL shaders/programs are saved to the directory |
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// "Shaders" under the main log path. Supported types included ARB/NV vertex/fragment |
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// programs and vertex/fragment GLSL shaders/programs. ATI specific vertex/fragment |
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// shaders are not supported. |
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// |
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// RenderCallStateLog - If enabled, each render call issued will list the currently bound |
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// shaders (vertex and fragment). (works with text and XML logging) |
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// |
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// AttachLogState - If enabled, attitional information such as compile/link state and additional |
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// driver information may be attached to each shader/program. |
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// (Currently only GLSL support). Note that enabling this option may force |
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// shaders to complete compiling immediately. |
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// |
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// ValidatePreRender - If the above AttachLogState is enabled, this option will perform a validation of |
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// the shader before each render and append it to the log. Enabling this option will |
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// cause the shader to be re-saved at each render call. |
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// (GLSL only feature via glValidateProgram) |
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// |
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// UniformLogPreRender - If the above AttachLogState is enabled, this option will dump all uniforms that |
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// are active in the shader before each render. Enabling this option will |
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// cause the shader to be re-saved at each render call. (GLSL only feature) |
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// |
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////////////////////////////////////////////////////////////// |
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ShaderLog |
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{ |
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LogEnabled = True; |
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RenderCallStateLog = True; |
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AttachLogState = True; |
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ValidatePreRender = False; |
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UniformLogPreRender = False; |
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//Future formatting options |
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} |
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////////////////////////////////////////////////////////////// |
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// |
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// Display List logging |
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// |
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////////////////////////////////////////////////////////////// |
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// |
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// LogEnabled - Enabled the display list logger. OpenGL display lists are saved to the directory |
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// "DisplayLists" under the main log path. If a program has a lot of big glBegin/glEnd |
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// sections in display lists, (ie 1000's of glVertex calls) the application may seem |
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// un-responsive on startup as all these calls are processed on the list creation. |
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// |
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////////////////////////////////////////////////////////////// |
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DisplayListLog |
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{ |
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LogEnabled = True; |
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} |
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////////////////////////////////////////////////////////////// |
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// |
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// Frame(Buffer) logging |
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// |
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////////////////////////////////////////////////////////////// |
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// |
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// LogEnabled - Enabled the frame(buffer) logger. When enabled, each render call can |
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// save the pre/post/diff frame buffer (color or depth) to view the changes |
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// that the render call made. Frame buffer saves are written to a directory |
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// "Frames" under the main log path. |
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// |
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// SaveFormat - The image format to save the frame buffer in. Current options are TGA,PNG, and JPG. |
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// (see ImageLog::SaveFormats for a decription of the formats) |
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// |
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// FrameIcon->Enabled - This enables saving a icon version of all images saved. (useful in XML browser viewing) |
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// |
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// FrameIcon->SaveFormat - The format of the save icon images (TGA,PNG or JPG) |
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// |
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// FrameIcon->Size - The size of the icons to save |
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// |
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// FrameMovie->Enabled - This enables a movie of the "post" and "diff" frame buffers to be saved. If multiple, buffers |
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// are saved, they are tiled together. (This is useful to quicky inspect how a frame is composed) |
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// The resulting movie is called FrameMovie.avi in the frame buffer directory. |
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// |
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// FrameMovie->Size - The width height of the saved frame buffers. (ie. (640,480)) The resulting movie will be |
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// larger if multiple buffers are saved at once as they are tiled together. |
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// |
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// FrameMovie->FrameRate - The frame rate of the saved movie. |
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// |
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// FrameMovie->Compression - The list of compression codecs used to save the movie (usually 4 letters). |
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// The first valid codec is used. Special codecs are: |
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// "menu" - will display a menu for the user to select a codec. |
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// "none" - will use no compression. |
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// |
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// ColorBufferLog - The color frame buffer save options. Options can include any combination of |
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// (pre,post,diff). |
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// pre - The frame's color buffer is saved before the render call |
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// |
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// post - The frame's color buffer is saved after the render call |
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// |
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// diff - The difference between the pre and post buffer saves is written. |
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// (green represents pixels with no differnce. If the image is red, |
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// no image differences were detected) |
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// |
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// DepthBufferLog - The depth frame buffer save options. Options are the same as in ColorBufferLog. |
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// (Note: Depth-buffer saving can be very slow) |
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// |
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// StencilBufferLog - The stencil frame buffer save options. Options are the same as in ColorBufferLog. |
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// (Note: Stencil-buffer saving can be very slow) |
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// |
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// StencilColors - When saving the stencil buffer, it can be useful to save the buffer with color codes. |
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// (ie stencil value 1 = red) This array supplies index color pairs for each stencil |
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// value up to 255. The indices must be in order and the colors are in the format |
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// AABBGGRR. If an index is missing, it will take the value of the index as the color. |
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// (ie. stencil index 128 = (255, 128,128,128) = greyscale values) |
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// |
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////////////////////////////////////////////////////////////// |
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FrameLog |
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{ |
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LogEnabled = False; |
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SaveFormat = JPG; |
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FrameIcon |
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{ |
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Enabled = True; |
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SaveFormat = JPG; |
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Size = 40; |
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} |
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FrameMovie |
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{ |
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Enabled = False; |
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Size = (640,480); |
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FrameRate = 15; |
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Compression = ("mpg4","divx","none"); |
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} |
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ColorBufferLog = (pre,post,diff); |
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//DepthBufferLog = (pre,post,diff); |
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//StencilBufferLog = (pre,post,diff); |
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StencilColors = (0,0xFF000000, //Black |
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1,0xFFFF0000, //Blue |
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2,0xFFFFFF00, //Light Blue |
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3,0xFF0000FF, //Red |
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4,0xFF00FFFF, //Yellow |
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5,0xFFFF00FF, //Purple |
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6,0xFF80FFFF, //Bright Yellow |
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7,0xFFFFFFFF); //White (Note green is not used as that is the "diff" color) |
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} |
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////////////////////////////////////////////////////////////// |
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// |
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// Function time logging |
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| 382 |
// |
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////////////////////////////////////////////////////////////// |
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| 384 |
// |
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| 385 |
// NOTE: It is important to not mis-use the results of this logger. OpenGL is a very pipelined |
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| 386 |
// API and you can not optimize your code based on how long is spent in each function call. |
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// This logger is only intended for advanced users to determine where pipeline stalls "MAY" |
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| 388 |
// have occured and determine speeds of operations such as glReadPixels etc. |
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// |
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| 390 |
// LogEnabled - Enabled the timer log. When enabled, the time taken inside each OpenGL |
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| 391 |
// function is added to the main log. (if enabled). The logging reports |
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| 392 |
// in microseconds (millionth of a second). Only take these results as |
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| 393 |
// approximate figures as GLIntercept will add a small amout of overhead. |
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| 394 |
// (More overhead may be indicated in the functions wglGetProcAddress, |
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| 395 |
// all wgl*(context) functions, glBegin,glEnd,glGetError) |
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| 396 |
// |
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| 397 |
// If you are using this logger to determine where pipeline stalls occur, |
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| 398 |
// ensure to disable ALL other loggers (image/shader/frame etc) as these |
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| 399 |
// loggers may cause pipline stalls. Also disable parameter logging by |
|---|
| 400 |
// not defining "GLFunctionDefines" and use flat text logging to get the |
|---|
| 401 |
// fastest logging possible. (and hence the most accurate results) |
|---|
| 402 |
// |
|---|
| 403 |
// LogCutoff - The number of microseconds below which the time value is not reported. |
|---|
| 404 |
// |
|---|
| 405 |
////////////////////////////////////////////////////////////// |
|---|
| 406 |
|
|---|
| 407 |
TimerLog |
|---|
| 408 |
{ |
|---|
| 409 |
LogEnabled = False; |
|---|
| 410 |
|
|---|
| 411 |
LogCutoff = 20; |
|---|
| 412 |
|
|---|
| 413 |
} |
|---|
| 414 |
|
|---|
| 415 |
|
|---|
| 416 |
////////////////////////////////////////////////////////////// |
|---|
| 417 |
// |
|---|
| 418 |
// Plugins |
|---|
| 419 |
// |
|---|
| 420 |
////////////////////////////////////////////////////////////// |
|---|
| 421 |
// |
|---|
| 422 |
// BaseDir - The base directory where the plugins can be found |
|---|
| 423 |
// |
|---|
| 424 |
// Plugins - Listing of all plugins to load (and the locations |
|---|
| 425 |
// to load from) Under each plugin, plugin specific options |
|---|
| 426 |
// can be specified. |
|---|
| 427 |
// |
|---|
| 428 |
// |
|---|
| 429 |
////////////////////////////////////////////////////////////// |
|---|
| 430 |
|
|---|
| 431 |
PluginData |
|---|
| 432 |
{ |
|---|
| 433 |
|
|---|
| 434 |
BaseDir = "C:\Program Files\GLIntercept0_5\Plugins"; |
|---|
| 435 |
|
|---|
| 436 |
Plugins |
|---|
| 437 |
{ |
|---|
| 438 |
|
|---|
| 439 |
// |
|---|
| 440 |
// Name of plugin | Plugin load location |
|---|
| 441 |
// { Plugin specific options. (See the plugins' config.ini file for options) } |
|---|
| 442 |
|
|---|
| 443 |
// OpenGLFreeCamera = ("GLFreeCam/GLFreeCam.dll") |
|---|
| 444 |
// { |
|---|
| 445 |
// CameraMoveSpeed = 10.0; |
|---|
| 446 |
// } |
|---|
| 447 |
|
|---|
| 448 |
} |
|---|
| 449 |
} |
|---|