CConfig::CConfig(string configPath) { config_path = configPath; loadConfig(); setActiveProfile("Default"); }
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"); }