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- /*
- * Copyright (C) 1994, Silicon Graphics, Inc.
- * All Rights Reserved.
- *
- * This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
- * the contents of this file may not be disclosed to third parties, copied or
- * duplicated in any form, in whole or in part, without the prior written
- * permission of Silicon Graphics, Inc.
- *
- * RESTRICTED RIGHTS LEGEND:
- * Use, duplication or disclosure by the Government is subject to restrictions
- * as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
- * and Computer Software clause at DFARS 252.227-7013, and/or in similar or
- * successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
- * rights reserved under the Copyright Laws of the United States.
- */
- /*__________________________________________________________________________
- |
- | lod.h - defines the constants used in determining the level of detail
- |
- | change them to match your preferences.
- | whenever the lod is greater then or equal to the constant specified,
- | that feature is turned on.
- |
- | (c) 1993 Frans van Hoesel, Xtreme graphics software
- */
-
- #ifndef LOD_H__SEEN
-
- #define WALLS_UP 1 /* walls have heights, otherwise flat only.
- * which can be much faster because the flat
- * walls don't need the zbuffer */
- #define EXTRA_COARSE 0 /* circles arn't circles anymore */
- #define LIVE_FIGURES 2 /* show the players as real figures, instead
- * of simple colored boxes */
- #define EXTRA_LIGHT 3 /* use two instead of one light */
- #define TEXTURE_MAPS 4 /* apply texture maps */
- #define EXTRA_FINE 5 /* use more polygons to represent circles */
- #define LOD_H__SEEN
- #endif
-
-