TrinityCore
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#include <memory>
Go to the source code of this file.
Classes | |
class | G3D::G3DSpecification |
Namespaces | |
G3D | |
G3D::_internal | |
Macros | |
#define | G3D_VER 90000 |
#define | G3D_WINSOCK_MAJOR_VERSION 2 |
#define | G3D_WINSOCK_MINOR_VERSION 0 |
#define | __fastcall |
Fast call is a register-based optimized calling convention supported only by Visual C++. More... | |
#define | G3D_32BIT |
#define | G3D_START_AT_MAIN() |
#define | STR(x) #x |
#define | PRAGMA(x) _Pragma(#x) |
#define | G3D_BEGIN_PACKED_CLASS(byteAlign) class |
#define | G3D_END_PACKED_CLASS(byteAlign) ; |
#define | NUMBER_TO_STRING(x) NUMBER_TO_STRING2(x) |
#define | NUMBER_TO_STRING2(x) #x |
#define | __LINE_AS_STRING__ NUMBER_TO_STRING(__LINE__) |
Functions | |
G3DSpecification & | G3D::_internal::g3dInitializationSpecification () |
#defines for platform specific issues.
Morgan McGuire, http://graphics.cs.williams.edu
Copyright 2000-2012, Morgan McGuire. All rights reserved.
2003-06-09 2013-01-03
#define __fastcall |
Fast call is a register-based optimized calling convention supported only by Visual C++.
#define __LINE_AS_STRING__ NUMBER_TO_STRING(__LINE__) |
#define G3D_32BIT |
Define the g++ thread-local syntax on all platforms (since the MSVC version would be hard to emulate with a macro)
#define G3D_BEGIN_PACKED_CLASS | ( | byteAlign | ) | class |
#define G3D_END_PACKED_CLASS | ( | byteAlign | ) | ; |
End switch to tight alignment
See G3D::Color3uint8 for an example.
#define G3D_START_AT_MAIN | ( | ) |
Defines necessary wrapper around WinMain on Windows to allow transfer of execution to main().
#define G3D_VER 90000 |
The version number of G3D in the form: MmmBB -> version M.mm [beta BB]
#define G3D_WINSOCK_MAJOR_VERSION 2 |
#define G3D_WINSOCK_MINOR_VERSION 0 |
#define NUMBER_TO_STRING | ( | x | ) | NUMBER_TO_STRING2(x) |
#define NUMBER_TO_STRING2 | ( | x | ) | #x |
#define PRAGMA | ( | x | ) | _Pragma(#x) |
#pragma may not appear inside a macro, so this uses the pragma operator to create an equivalent statement.
#define STR | ( | x | ) | #x |
Creates a string from the expression. Frequently used with G3D::Shader to express shading programs inline.
<PRE>
evaluates the same as
<CODE>
"this becomes a string"