/* Define to enable plib joystick support (recommended) */
#undef ENABLE_PLIB_JOYSTICK
-/* Define to enable plib joystick support (recommended) */
-#undef PLIB_1_2_X
-
/* Define to eliminate all trace of debugging messages such as for a
release build */
#undef FG_NDEBUG
return false;
} else {
SG_LOG( SG_GENERAL, SG_INFO, "Loading deferred texture " << texture_path );
-#ifdef PLIB_1_2_X
- textured->setTexture((char *)texture_path.c_str(), wrapu, wrapv );
-#else
textured->setTexture((char *)texture_path.c_str(), wrapu, wrapv, mipmap );
-#endif
texture_loaded = true;
return true;
}
NULL,
SL_VOLUME_ENVELOPE );
-#if defined ( PLIB_1_2_X )
- // if PLIB_1_2_X, we can't reliably remove sounds
- // that are currently being played. :-( So, let's just not
- // remove them and return false. The effects of this are that
- // the sound sample will continue to finish playing (or
- // continue to loop forever.) And the sound sample will
- // remain registered in the plib audio system. This is a
- // memory leak, and eventually this could cause us to max out
- // the total number of allowed sound samples in plib, but what
- // are you going to do? Hopefully the plib team will do a new
- // stable relase with these problems fixed.
-
- // cout << "plib broken audio, skipping actual remove" << endl;
-
- return false;
-#else
// must call audio_sched->update() after stopping the sound
// but before deleting it.
audio_sched -> update();
sounds.erase( it );
return true;
-#endif
} else {
return false;
}