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switch to marbles and create model compiler
[fishladder.git]
/
vg
/
vg.h
diff --git
a/vg/vg.h
b/vg/vg.h
index b35091b5aa5e2779e39c64ccf76bdad1dee225ee..9ff59ddd2fa741b4fb9102f578598f8ffc5fbead 100644
(file)
--- a/
vg/vg.h
+++ b/
vg/vg.h
@@
-24,6
+24,9
@@
m3x3f vg_pv;
#include "vg/vg_m.h"
#include "vg/vg_io.h"
#include "vg/vg_m.h"
#include "vg/vg_io.h"
+
+#ifndef VG_TOOLS
+
#include "vg/vg_audio.h"
#include "vg/vg_shader.h"
#include "vg/vg_lines.h"
#include "vg/vg_audio.h"
#include "vg/vg_shader.h"
#include "vg/vg_lines.h"
@@
-132,7
+135,7
@@
static inline int vg_get_button_up( const char *button )
static inline int key_is_keyboard( int const id )
{
static inline int key_is_keyboard( int const id )
{
- static_assert( GLFW_MOUSE_BUTTON_LAST < GLFW_KEY_SPACE, "GLFW: Mouse has too many buttons" );
+
vg_
static_assert( GLFW_MOUSE_BUTTON_LAST < GLFW_KEY_SPACE, "GLFW: Mouse has too many buttons" );
return id > GLFW_MOUSE_BUTTON_LAST;
}
return id > GLFW_MOUSE_BUTTON_LAST;
}
@@
-284,7
+287,7
@@
static void vg_init( int argc, char *argv[], const char *window_name )
glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE );
glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE );
- glfwWindowHint( GLFW_SAMPLES,
1
);
+ glfwWindowHint( GLFW_SAMPLES,
4
);
GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
@@
-334,7
+337,7
@@
static void vg_init( int argc, char *argv[], const char *window_name )
vg_gamepad_ready = 1;
vg_gamepad_id = id;
vg_gamepad_ready = 1;
vg_gamepad_id = id;
-
return
;
+
break
;
}
}
}
}
@@
-398,5
+401,7
@@
void vg_projection_update(void)
m3x3_mulv( inverse, vg_mouse_ws, vg_mouse_ws );
}
m3x3_mulv( inverse, vg_mouse_ws, vg_mouse_ws );
}
+#endif
+
u32 NvOptimusEnablement = 0x00000001;
int AmdPowerXpressRequestHighPerformance = 1;
u32 NvOptimusEnablement = 0x00000001;
int AmdPowerXpressRequestHighPerformance = 1;