####################################### #This file contains variables and values that are stored in the #ManagerEnvironmentConfiguration. Any variable/value pair can be #retrieved. #All variable names and their corresponding values are converted #to use lower case unless quotes are placed around each element. # # Example aftr.conf body: # # playerName="Scott Nykl" # gameLevel=3 # "EnableGravity"=1 # "DisableBlackholes"=0 # maxVelocity=123.456 # "UserPassword"="AftrBurnerEngine Rocks" # # //Inside the module code, retrieve the above values # # std::string modelPath = ManagerEnvironmentConfiguration::getSMM() + "/robotModel.3ds"; # std::string playerName = ManagerEnvironmentConfiguration::getVariableValue( "playerName" ); # int level = Aftr::toInt( ManagerEnvironmentConfiguration::getVariableValue( "gameLevel" ) ); # int gravityEnabled = Aftr::toInt( ManagerEnvironmentConfiguration::getVariableValue( "\"EnableGravity\"" ) ); # bool disableBlackHoles = (bool) Aftr::toInt( ManagerEnvironmentConfiguration::getVariableValue( "\"DisableBlackHoles\"" ) ); # float maxVel = Aftr::toFloat( ManagerEnvironmentConfiguration::getVariableValue( "maxVelocity" ) ); # std::string userPass = ManagerEnvironmentConfiguration::getVariableValue( "\"UserPassword\"" ); # #Below are some built in configuration parameters ####################################### #------------- #OpenGL Context, Version, and Debugging Settings #glcontextprofile specifies which profile mode the OpenGL context uses. # glcontextversion MUST be 3.2 or greater for this to be a value other than "compatibility". # Valid choices are "compatibility", "core", or "es", defaults to "compatibility". #glcontextversion Specifies which version of an OpenGL Context to create. A valid OpenGL Version # must be supplied or context creation may fail. # Using a value of 2.1 is the most compatible, uses older GLSL built-ins, and does not have Compute Shaders. # Using a value of 3.2 or later provides "modern OpenGL" context. # Using a value of 4.3 or later provides compute shaders and is similar to using OpenGL ES 3.1. # Hardware must support the version. Defaults to 2.1 if not specified. #gldebugmessagecallbackisenabled determines if glDebugMessageCallback is enabled or not. When set to a value # other than 0 or false, OpenGL Debug Information will be printed to standard out. Defaults to 0 (false) glContextProfile=compatibility glContextVersion=2.1 glDebugMessageCallbackIsEnabled=0 SDL_GL_MULTISAMPLESAMPLES=0 #------------- #Set minimum time per frame. 16 ms is roughly 60 FPS #minmillisecperframe=0 #Explicity tell SDL to turn Vsync off (vsync=0) or on vsync=1 #vsync=1 ##Width and Height, in pixels, of the window. ##Setting width and height to 0 will set the resolution to match ##the current resolution. #width=1280 #height=720 ##If true, the window will take up the whole screen; windowed, otherwise. #Uncomment the line below and set to desired value. #fullscreen=0 #Prints the frames per second to the console showfps=0 ##If true, a window is created and the module can be viewed (default). ##If false, no window is created and the user can only see the text output. ##This is typically set to false, when using intensive GPU-based computations ##that are mutually exclusive with any concurrent graphical environment ##like an OS's windowing system. #Uncomment the line below and set to desired value. #createwindow=1 ##Specify the relative path from the Module's .exe to the shared ##multimedia folder and the local multimedia folder. #Uncomment the line below and set to desired value. #sharedmultimedpath can be quickly accessed via ManagerEnvironmentalConfiguration::getSMM() #localmultimedpath can be quickly accessed via ManagerEnvironmentalConfiguration::getLMM() #sharedmultimediapath="../../../shared/mm/" #localmultimediapath="../mm/" #Double Render into Oculus-compliant FBO for viewing with rift #useOculusRift=1