#define ENABLE_NORMALSTREAM_SUPPORT 1
VertexFormats.h
Stream Configuration options
#define FILTER_ANISO16X 7
IRenderer.h
#define FILTER_ANISO2X 4
IRenderer.h
#define FILTER_ANISO4X 5
IRenderer.h
#define FILTER_ANISO8X 6
IRenderer.h
#define FILTER_BILINEAR 2
IRenderer.h
#define FILTER_LINEAR 1
IRenderer.h
#define FILTER_NONE -1
IRenderer.h
#define FILTER_POINT 0
IRenderer.h
#define FILTER_TRILINEAR 3
IRenderer.h
#define FORMAT_24_BIT 24
IRenderer.h
#define FORMAT_32_BIT 32
IRenderer.h
#define FORMAT_8_BIT 8
IRenderer.h
#define FPR_2D 2
IRenderer.h
#define FPR_HIGHPRIORITY 4
IRenderer.h
#define FPR_NEEDLIGHT 1
IRenderer.h
PrecacheResources flags
#define FPR_SINGLE_FRAME_PRIORITY_UPDATE 32
IRenderer.h
#define FPR_STARTLOADING 16
IRenderer.h
#define FPR_SYNCRONOUS 8
IRenderer.h
#define FRO_FORCERELOAD 0x10
IRenderer.h
#define FRO_GEOMETRY 8
IRenderer.h
#define FRO_SHADERS 1
IRenderer.h
Refresh render resources flags. Flags passed in function RefreshResources.
#define FRO_SHADERTEXTURES 2
IRenderer.h
#define FRO_TEXTURES 4
IRenderer.h
#define FRR_ALL -1
IRenderer.h
#define FRR_DELETED_MESHES 0x40
IRenderer.h
#define FRR_FLUSH_TEXTURESTREAMING 0x80
IRenderer.h
#define FRR_OBJECTS 0x100
IRenderer.h
#define FRR_POST_EFFECTS 0x1000
IRenderer.h
#define FRR_REINITHW 0x20
IRenderer.h
#define FRR_RENDERELEMENTS 0x200
IRenderer.h
#define FRR_RESTORE 0x10
IRenderer.h
#define FRR_RP_BUFFERS 0x400
IRenderer.h
#define FRR_SHADERS 1
IRenderer.h
Flags passed in function FreeResources.
#define FRR_SHADERTEXTURES 2
IRenderer.h
#define FRR_SYSTEM 8
IRenderer.h
#define FRR_SYSTEM_RESOURCES 0x800
IRenderer.h
#define FRR_TEXTURES 4
IRenderer.h
#define FRT_CAMERA_CURRENT 0x100
IRenderer.h
#define FRT_CAMERA_REFLECTED_PLANE 0x80
IRenderer.h
#define FRT_CAMERA_REFLECTED_WATERPLANE 0x40
IRenderer.h
#define FRT_CLEAR (FRT_CLEAR_COLOR | FRT_CLEAR_DEPTH | FRT_CLEAR_STENCIL)
IRenderer.h
#define FRT_CLEAR_COLOR 0x1
IRenderer.h
Shaders render target stuff.
#define FRT_CLEAR_COLORMASK 0x20
IRenderer.h
#define FRT_CLEAR_DEPTH 0x2
IRenderer.h
#define FRT_CLEAR_FOGCOLOR 0x8
IRenderer.h
#define FRT_CLEAR_IMMEDIATE 0x10
IRenderer.h
#define FRT_CLEAR_RESET_VIEWPORT 0x40
IRenderer.h
#define FRT_CLEAR_STENCIL 0x4
IRenderer.h
#define FRT_GENERATE_MIPS 0x800
IRenderer.h
#define FRT_RENDTYPE_COPYSCENE 0x8000
IRenderer.h
#define FRT_RENDTYPE_CUROBJECT 0x1000
IRenderer.h
#define FRT_RENDTYPE_CURSCENE 0x2000
IRenderer.h
#define FRT_RENDTYPE_RECURSIVECURSCENE 0x4000
IRenderer.h
#define FRT_USE_BACKCLIPPLANE 0x400
IRenderer.h
#define FRT_USE_FRONTCLIPPLANE 0x200
IRenderer.h
#define GS_ALPHATEST_GEQUAL 0x40000000
IRenderer.h
#define GS_ALPHATEST_GREATER 0x10000000
IRenderer.h
#define GS_ALPHATEST_LEQUAL 0x80000000
IRenderer.h
#define GS_ALPHATEST_LESS 0x20000000
IRenderer.h
#define GS_ALPHATEST_MASK 0xf0000000
IRenderer.h
#define GS_BLDST_DSTALPHA 0x70
IRenderer.h
#define GS_BLDST_MASK 0xf0
IRenderer.h
#define GS_BLDST_ONE 0x20
IRenderer.h
#define GS_BLDST_ONE_A_ZERO 0x90 // separate alpha blend state
IRenderer.h
separate alpha blend state
#define GS_BLDST_ONEMINUSDSTALPHA 0x80
IRenderer.h
#define GS_BLDST_ONEMINUSSRCALPHA 0x60
IRenderer.h
#define GS_BLDST_ONEMINUSSRCCOL 0x40
IRenderer.h
#define GS_BLDST_SRCALPHA 0x50
IRenderer.h
#define GS_BLDST_SRCCOL 0x30
IRenderer.h
#define GS_BLDST_ZERO 0x10
IRenderer.h
#define GS_BLEND_MASK 0x0f0000ff
IRenderer.h
#define GS_BLEND_OP_MASK 0x03000000
IRenderer.h
#define GS_BLOP_MAX 0x01000000
IRenderer.h
#define GS_BLSRC_ALPHASATURATE 0x9
IRenderer.h
#define GS_BLSRC_DSTALPHA 0x7
IRenderer.h
#define GS_BLSRC_DSTCOL 0x3
IRenderer.h
#define GS_BLSRC_MASK 0xf
IRenderer.h
Render State flags
#define GS_BLSRC_ONE 0x2
IRenderer.h
#define GS_BLSRC_ONEMINUSDSTALPHA 0x8
IRenderer.h
#define GS_BLSRC_ONEMINUSDSTCOL 0x4
IRenderer.h
#define GS_BLSRC_ONEMINUSSRCALPHA 0x6
IRenderer.h
#define GS_BLSRC_SRCALPHA 0x5
IRenderer.h
#define GS_BLSRC_SRCALPHA_A_ZERO 0xa // separate alpha blend state
IRenderer.h
separate alpha blend state
#define GS_BLSRC_ZERO 0x1
IRenderer.h
#define GS_COLMASK_A (GS_NOCOLMASK_R | GS_NOCOLMASK_G | GS_NOCOLMASK_B)
IRenderer.h
#define GS_COLMASK_MASK GS_COLMASK_NONE
IRenderer.h
#define GS_COLMASK_NONE (GS_NOCOLMASK_R | GS_NOCOLMASK_G | GS_NOCOLMASK_B | GS_NOCOLMASK_A)
IRenderer.h
#define GS_COLMASK_RGB (GS_NOCOLMASK_A)
IRenderer.h
#define GS_COLMASK_RT1 0x00000200
IRenderer.h
#define GS_COLMASK_RT2 0x00000400
IRenderer.h
#define GS_COLMASK_RT3 0x00000800
IRenderer.h
#define GS_COLMASK_SHIFT 12
IRenderer.h
#define GS_DEPTHFUNC_EQUAL 0x00100000
IRenderer.h
#define GS_DEPTHFUNC_GEQUAL 0x00400000
IRenderer.h
#define GS_DEPTHFUNC_GREAT 0x00200000
IRenderer.h
#define GS_DEPTHFUNC_HIZEQUAL 0x00600000 // keep hi-z test, always pass fine depth. Useful for debug display
IRenderer.h
keep hi-z test, always pass fine depth. Useful for debug display
#define GS_DEPTHFUNC_LEQUAL 0x00000000
IRenderer.h
#define GS_DEPTHFUNC_LESS 0x00300000
IRenderer.h
#define GS_DEPTHFUNC_MASK 0x00700000
IRenderer.h
#define GS_DEPTHFUNC_NOTEQUAL 0x00500000
IRenderer.h
#define GS_DEPTHWRITE 0x00000100
IRenderer.h
#define GS_NOCOLMASK_A 0x00008000
IRenderer.h
#define GS_NOCOLMASK_B 0x00004000
IRenderer.h
#define GS_NOCOLMASK_G 0x00002000
IRenderer.h
#define GS_NOCOLMASK_R 0x00001000
IRenderer.h
#define GS_NODEPTHTEST 0x00040000
IRenderer.h
#define GS_POINTRENDERING 0x00020000
IRenderer.h
#define GS_STENCIL 0x00800000
IRenderer.h
#define GS_WIREFRAME 0x00010000
IRenderer.h
#define int16f short
VertexFormats.h
define TANG_FLOATS 1
#define MAX_FRAME_ID_STEP_PER_FRAME 20
IRenderer.h
#define MAX_GPU_NUM 4
IRenderer.h
SLI/CROSSFIRE GPU maximum count
#define MAX_NUM_VIEWPORTS 7
IRenderer.h
#define MAX_RECURSION_LEVELS 2
IRenderer.h
#define OS_ADD_BLEND 0x2
IRenderer.h
#define OS_ALPHA_BLEND 0x1
IRenderer.h
Object states
#define OS_ANIM_BLEND 0x20
IRenderer.h
#define OS_MULTIPLY_BLEND 0x4
IRenderer.h
#define OS_NODEPTH_TEST 0x8
IRenderer.h
#define OS_NODEPTH_WRITE 0x10
IRenderer.h
#define OS_TRANSPARENT (OS_ALPHA_BLEND | OS_ADD_BLEND | OS_MULTIPLY_BLEND)
IRenderer.h
#define R_CUBAGL_RENDERER 5
IRenderer.h
#define R_CULL_BACK 2
IRenderer.h
#define R_CULL_DISABLE 0
IRenderer.h
#define R_CULL_FRONT 1
IRenderer.h
#define R_CULL_NONE 0
IRenderer.h
#define R_DEFAULT_LODBIAS 0
IRenderer.h
#define R_DX11_RENDERER 3
IRenderer.h
#define R_DX9_RENDERER 2
IRenderer.h
#define R_GL_RENDERER 6
IRenderer.h
#define R_NULL_RENDERER 4
IRenderer.h
#define R_POINT_MODE 2
IRenderer.h
#define R_SOLID_MODE 0
IRenderer.h
#define R_WIREFRAME_MODE 1
IRenderer.h
#define REFRACTION_PARTIAL_RESOLVE_DEBUG_VIEWS 1
IRenderer.h
#define REFRACTION_PARTIAL_RESOLVE_STATS 1
IRenderer.h
#define RFT_ALLOW_RECTTEX 2
IRenderer.h
#define RFT_ALLOWANISOTROPIC 0x100 // Allows anisotropic texture filtering.
IRenderer.h
Allows anisotropic texture filtering.
#define RFT_COMPRESSTEXTURE 0x40
IRenderer.h
#define RFT_HW_ATI 0x20000 // Unclassified ATI hardware.
IRenderer.h
Unclassified ATI hardware.
#define RFT_HW_HDR 0x80000 // Hardware supports high dynamic range rendering.
IRenderer.h
Hardware supports high dynamic range rendering.
#define RFT_HW_MASK 0x70000 // Graphics chip mask.
IRenderer.h
Graphics chip mask.
#define RFT_HW_NVIDIA 0x40000 // Unclassified NVidia hardware.
IRenderer.h
Unclassified NVidia hardware.
#define RFT_HW_R2VB 1 // Render to vertex buffer supported.
IRenderer.h
Render to vertex buffer supported.
#define RFT_HW_SM20 0x100000 // Shader model 2.0
IRenderer.h
Shader model 2.0
#define RFT_HW_SM2X 0x200000 // Shader model 2.X
IRenderer.h
Shader model 2.X
#define RFT_HW_SM30 0x400000 // Shader model 3.0
IRenderer.h
Shader model 3.0
#define RFT_HW_SM40 0x800000 // Shader model 4.0
IRenderer.h
Shader model 4.0
#define RFT_HW_SM50 0x1000000 // Shader model 5.0
IRenderer.h
Shader model 5.0
#define RFT_HW_TXAA 0x20
IRenderer.h
#define RFT_HW_VERTEXTEXTURES 0x80000000 // Vertex texture fetching supported.
IRenderer.h
Vertex texture fetching supported.
#define RFT_HWGAMMA 0x10
IRenderer.h
#define RFT_OCCLUSIONQUERY 4
IRenderer.h
#define RFT_OCCLUSIONTEST 0x8000 // Support hardware occlusion test.
IRenderer.h
Support hardware occlusion test.
#define RFT_RGBA 0x20000000 // RGBA order (otherwise BGRA).
IRenderer.h
RGBA order (otherwise BGRA).
#define RFT_SUPPORTZBIAS 0x200
IRenderer.h
#define SHDF_ALLOW_AO (1<<8)
IRenderer.h
#define SHDF_ALLOW_WATER (1<<9)
IRenderer.h
#define SHDF_ALLOWHDR (1<<0)
IRenderer.h
Draw shaders flags (EF_EndEf3d)
#define SHDF_ALLOWPOSTPROCESS (1<<5)
IRenderer.h
#define SHDF_DO_NOT_CLEAR_Z_BUFFER (1<<4)
IRenderer.h
#define SHDF_NO_DRAWCAUSTICS (1<<14)
IRenderer.h
#define SHDF_NO_DRAWNEAR (1<<11)
IRenderer.h
#define SHDF_NOASYNC (1<<10)
IRenderer.h
#define SHDF_STREAM_SYNC (1<<13)
IRenderer.h
#define SHDF_ZPASS (1<<2)
IRenderer.h
#define SHDF_ZPASS_ONLY (1<<3)
IRenderer.h
#define SRF_SCREENTARGET 1
IRenderer.h
SetRenderTarget flags
#define SRF_USE_ORIG_DEPTHBUF 2
IRenderer.h
#define SRF_USE_ORIG_DEPTHBUF_MSAA 4
IRenderer.h
#define STRIPTYPE_DEFAULT 4
IRenderer.h
#define STRIPTYPE_MULTIPLESTRIPS 3
IRenderer.h
#define STRIPTYPE_NONE 0
IRenderer.h
#define STRIPTYPE_ONLYLISTS 1
IRenderer.h
#define STRIPTYPE_SINGLESTRIP 2
IRenderer.h
#define TADDR_BORDER 3
IRenderer.h
#define TADDR_CLAMP 1
IRenderer.h
#define TADDR_MIRROR 2
IRenderer.h
#define TADDR_WRAP 0
IRenderer.h
#define UIDRAW_TEXTSIZEFACTOR (12.0f)
IRenderer.h
#define VOX_TEX_NUM_DST 2
IRenderer.h
Parameters for terrain texture builder.
#define VOX_TEX_NUM_SRC 3
IRenderer.h
#define GS_BLALPHA_MASK 0x0c000000
IRenderer.h
Separate alpha blend mode
#define GS_BLALPHA_MIN 0x04000000
IRenderer.h
#define GS_BLDST_ONEMINUSSRC1ALPHA 0xa0 // dual source blending
IRenderer.h
dual source blending
#define GS_BLOP_MIN 0x02000000
IRenderer.h
#define GS_BLSRC_SRC1ALPHA 0xb // dual source blending
IRenderer.h
dual source blending
#define OS_ENVIRONMENT_CUBEMAP 0x40
IRenderer.h
#define SHDF_CUBEMAPGEN (1<<1)
IRenderer.h