PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University. More...
#include "config_chan.h"
#include "animBundle.h"
#include "animBundleNode.h"
#include "animChannelBase.h"
#include "animChannelMatrixXfmTable.h"
#include "animChannelMatrixDynamic.h"
#include "animChannelMatrixFixed.h"
#include "animChannelScalarTable.h"
#include "animChannelScalarDynamic.h"
#include "animControl.h"
#include "animGroup.h"
#include "animPreloadTable.h"
#include "bindAnimRequest.h"
#include "movingPartBase.h"
#include "movingPartMatrix.h"
#include "movingPartScalar.h"
#include "partBundle.h"
#include "partBundleNode.h"
#include "partGroup.h"
#include "luse.h"
#include "dconfig.h"
Go to the source code of this file.
Functions | |
Configure (config_chan) | |
ConfigureFn (config_chan) | |
NotifyCategoryDef (chan, "") | |
Variables | |
ConfigVariableInt | async_bind_priority ("async-bind-priority", 100, PRC_DESC("This specifies the priority assign to an asynchronous bind " "task when it is requested via PartBundle::load_bind_anim(). " "This controls the relative order in which asynchronous loads " "happen (in particular, relative to asynchronous texture or " "model loads). A higher number here makes the animations " "load sooner.")) |
ConfigVariableInt | compress_chan_quality ("compress-chan-quality", 95, PRC_DESC("The quality level is an integer number that generally ranges " "between 0 and 100, where smaller numbers indicate greater " "compression at the cost of quality, and larger numbers indicate " "higher quality but less compression. Generally, 95 is the highest " "useful value; values between 95 and 100 produce substantially " "larger, but not substantially better, output files. This is akin " "to the JPEG compression level.")) |
ConfigVariableBool | compress_channels ("compress-channels", false, PRC_DESC("Set this true to enable lossy compression of animation channels " "when writing to the bam file. This serves to reduce the size of " "the bam file only; it does not reduce the memory footprint of the " "channels when the bam file is loaded.")) |
ConfigVariableBool | interpolate_frames ("interpolate-frames", false, PRC_DESC("Set this true to interpolate character animations between frames, " "or false to hold each frame until the next one is ready. This can " "also be changed on a per-character basis with " "PartBundle::set_frame_blend_flag().")) |
ConfigVariableBool | read_compressed_channels ("read-compressed-channels", true, PRC_DESC("Set this false to disable reading of compressed animation channels, " "even if the decompression code is available. The only reason you " "might want to do this would be to speed load time when you don't " "care about what the animation looks like.")) |
ConfigVariableBool | restore_initial_pose ("restore-initial-pose", true, PRC_DESC("When this is true, setting all control effects on an Actor to 0 " "causes it to return to its default, unanimated pose. When " "false, it retains whatever its last-computed pose was " "(which may or may not be the default pose).")) |
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
All rights reserved.
All use of this software is subject to the terms of the revised BSD license. You should have received a copy of this license along with this source code in a file named "LICENSE."
Definition in file config_chan.cxx.