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Видеоуроки
Интерфейс
Основы
Продвинутый уровень
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Профессиональный уровень (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Контроль версий
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World-ноды
Звуковые объекты
Объекты поиска пути
Player-ноды
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Материалы и шейдеры
Rebuilding the Engine Tools
Интерфейс пользователя (GUI)
Двойная точность координат
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Учебные материалы

Preprocessor Macros for Rebuilding the Engine

USE_OPENGL Build the binary with the OpenGL rendering system.
USE_DIRECT3D11 Build the binary with the Direct3D11 rendering system.
USE_OPENAL Build the binary with the OpenAL sound system.
USE_XAUDIO2 Build the binary with the XAudio2 sound system.
USE_MEMORY Build the binary with the Unigine memory management system.
USE_PASSWORD Build the binary with a password for resources and UNG archives.
USE_D3D11_WRAPPER Build the binary with the D3D11 wrapper.
USE_D3D12_WRAPPER Build the binary with the D3D12 wrapper.
USE_GL_WRAPPER Build the binary with the OpenGL wrapper.
USE_AL_WRAPPER Build the binary with the OpenAL wrapper.
USE_CU_WRAPPER Build the binary with the CUDA wrapper.
USE_CL_WRAPPER Build the binary with the OpenCL wrapper.
USE_XA2_WRAPPER Build the binary with the XAudio2 wrapper.
USE_OPENGL_44 Build the binary with OpenGL 4.4 functionality.
USE_OPENGL_45 Build the binary with OpenGL 4.5 functionality.
USE_CUDA Build the binary with CUDA support.
USE_OPENCL Build the binary with OpenCL support.
USE_SIXAXIS Build the binary with support of a sixaxis controller.
USE_EDITOR Build the binary with support of UnigineEditor.
USE_DOUBLE Build the binary with support of double precision of coordinates.
USE_HALF_TEXCOORDS Build the binary with half float coordinates.
USE_TERMINAL Build the binary with the console available.
DONT_USE_RTTI Build the binary with support of the RTTI mechanism (C++ feature).
DONT_USE_EXCEPTION Build the binary without support of C++ exceptions.
USE_MICROPROFILE Build the binary with support of the microprofile.
USE_OPENEXR Build the binary with support of the OpenEXR format.
USE_SSE2 Build the binary with support of the Streaming SIMD Extensions 2 technology (Intel SIMD).
USE_SSE Build the binary with support of the Streaming SIMD Extensions technology.
USE_OPENGL_DEBUG_OUTPUT Build the binary with the OpenGL debug context.
USE_EXTERN_INFO Build the binary with a possibility to generate the list of all external functions and variables exported to UnigineScript.
USE_MESH_FILE Build the binary with support of the following mesh formats:
  • MESH
  • SMESH
  • OBJ
  • PLY
  • DAE
  • FBX
USE_SHADER_CACHE Build the binary with support of cache files for DirectX 11 shader.
DONT_USE_SHADER_COMPILER Build the binary without support of the DirectX 12 shader compiler.
USE_RESOURCES Build the binary with support of compiling binary resources.
Last update: 03.07.2017
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