Option to disable LWJGL checks

Started by spasi, April 22, 2010, 23:52:12

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spasi

LWJGL supports a new "hidden" switch as of the latest commit, org.lwjgl.util.NoChecks. When it's true, all runtime function checks, buffer checks and state tracking will be disabled. Use at your own risk for a tiny performance gain.

Rene

Is there a document somewhere listing all 'switches' LWJGL has? That would be useful. I searched for it but couldn't find anything
When I am king, they shall not have bread and shelter only, but also teachings out of books, for a full belly is little worth where the mind is starved - Mark Twain

princec

There's a .txt file in the /doc directory in the LWJGL docs distribution.

Cas :)

spasi

Quoteorg.lwjgl.opengl.Display.noinput
Do not initialize any controls when creating the display

org.lwjgl.opengl.Display.nomouse
Do not create the mouse when creating the display

org.lwjgl.opengl.Display.nokeyboard
Do not create the keyboard when creating the display

org.lwjgl.util.Debug
Whether to output debug info

org.lwjgl.util.NoChecks
Whether to disable runtime function/buffer checks and state tracking.

org.lwjgl.opengl.Display.allowSoftwareOpenGL
Whether to allow creation of a software only opengl context

org.lwjgl.opengl.Window.undecorated
Whether to create an undecorated window (no title bar)

org.lwjgl.input.Mouse.allowNegativeMouseCoords
Usually mouse is clamped to 0,0 - setting this to true will cause you to get negative values if dragging outside and below or left of window