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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-22 04:45:31 +00:00
Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro.
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378a933894
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133 changed files with 1716 additions and 2087 deletions
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@ -53,7 +53,7 @@ void GFXCardProfiler::loadProfileScript(const char* aScriptName)
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Con::printf(" - Loaded card profile %s", scriptName.c_str());
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Con::executef("eval", script);
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Con::evaluate(script, false, NULL);
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delete[] script;
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}
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@ -58,16 +58,20 @@ U32 GFXTextureObject::dumpActiveTOs()
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return smActiveTOCount;
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}
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#endif // TORQUE_DEBUG
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DefineEngineFunction( dumpTextureObjects, void, (),,
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"Dumps a list of all active texture objects to the console.\n"
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"@note This function is only available in debug builds.\n"
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"@ingroup GFX\n" )
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{
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#ifdef TORQUE_DEBUG
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GFXTextureObject::dumpActiveTOs();
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#endif
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}
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#endif // TORQUE_DEBUG
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//-----------------------------------------------------------------------------
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// GFXTextureObject
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//-----------------------------------------------------------------------------
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@ -305,10 +305,11 @@ void VideoFrameGrabber::_onTextureEvent(GFXTexCallbackCode code)
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///----------------------------------------------------------------------
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///----------------------------------------------------------------------
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//WLE - Vince
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//Changing the resolution to Point2I::Zero instead of the Point2I(0,0) better to use constants.
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DefineEngineFunction( startVideoCapture, void,
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( GuiCanvas *canvas, const char *filename, const char *encoder, F32 framerate, Point2I resolution ),
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( "THEORA", 30.0f, Point2I( 0, 0 ) ),
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( "THEORA", 30.0f, Point2I::Zero ),
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"Begins a video capture session.\n"
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"@see stopVideoCapture\n"
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"@ingroup Rendering\n" )
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@ -339,7 +340,7 @@ DefineEngineFunction( stopVideoCapture, void, (),,
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DefineEngineFunction( playJournalToVideo, void,
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( const char *journalFile, const char *videoFile, const char *encoder, F32 framerate, Point2I resolution ),
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( NULL, "THEORA", 30.0f, Point2I( 0, 0 ) ),
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( NULL, "THEORA", 30.0f, Point2I::Zero ),
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"Load a journal file and capture it video.\n"
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"@ingroup Rendering\n" )
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{
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