Exemple #1
0
CConfig::CConfig(string configPath)
{
    config_path = configPath;
    loadConfig();

    setActiveProfile("Default");
}
Exemple #2
0
IOReturn ACPIProbe::setPowerState(unsigned long powerState, IOService *device)
{
	switch (powerState) {
        case 0: // Power Off
            timerEventSource->cancelTimeout();
            break;

        case 1: // Power On
            if (activeProfile) {
                setActiveProfile(activeProfile->name);
            }
            break;

        default:
            break;
    }

	return(IOPMAckImplied);
}
	//---------------------------------------------------------------------
	TerrainMaterialGeneratorC::TerrainMaterialGeneratorC()
	{
		// define the layers
		// We expect terrain textures to have no alpha, so we use the alpha channel
		// in the albedo texture to store specular reflection
		// similarly we double-up the normal and height (for parallax)
		mLayerDecl.samplers.push_back(TerrainLayerSampler("albedo_specular", PF_BYTE_RGBA));
		mLayerDecl.samplers.push_back(TerrainLayerSampler("normal_height", PF_BYTE_RGBA));
 
		mLayerDecl.elements.push_back(
			TerrainLayerSamplerElement(0, TLSS_ALBEDO, 0, 3));
		mLayerDecl.elements.push_back(
			TerrainLayerSamplerElement(0, TLSS_SPECULAR, 3, 1));
		mLayerDecl.elements.push_back(
			TerrainLayerSamplerElement(1, TLSS_NORMAL, 0, 3));
		mLayerDecl.elements.push_back(
			TerrainLayerSamplerElement(1, TLSS_HEIGHT, 3, 1));
 
 
		mProfiles.push_back(OGRE_NEW SM2Profile(this, "SM2", "Profile for rendering on Shader Model 2 capable cards"));
		// TODO - check hardware capabilities & use fallbacks if required (more profiles needed)
		setActiveProfile("SM2");
 
	}