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authorJuan Linietsky <juan@godotengine.org>2019-02-25 21:46:24 -0300
committerJuan Linietsky <juan@godotengine.org>2019-02-25 21:47:29 -0300
commita32b26dfa26f2a039bf9c84b90d10666bcf785c9 (patch)
tree71ba0cf141b34b242edbe39f266ef36d6054a761 /SConstruct
parent51c1d55cf9089cefbde034893b4784a5d554ddcc (diff)
Several fixes to make GLES2 on HTML5 work much better.
Changed math class error reporting to be a bit less paranoid.
Diffstat (limited to 'SConstruct')
-rw-r--r--SConstruct4
1 files changed, 4 insertions, 0 deletions
diff --git a/SConstruct b/SConstruct
index df1be4bfd7..96aa3ed96b 100644
--- a/SConstruct
+++ b/SConstruct
@@ -141,6 +141,7 @@ opts.Add(EnumVariable('target', "Compilation target", 'debug', ('debug', 'releas
opts.Add(EnumVariable('optimize', "Optimization type", 'speed', ('speed', 'size')))
opts.Add(BoolVariable('tools', "Build the tools (a.k.a. the Godot editor)", True))
opts.Add(BoolVariable('use_lto', 'Use link-time optimization', False))
+opts.Add(BoolVariable('use_precise_math_checks', 'Math checks use very precise epsilon (useful to debug the engine)', False))
# Components
opts.Add(BoolVariable('deprecated', "Enable deprecated features", True))
@@ -224,6 +225,9 @@ env_base.Append(CPPPATH=['#editor', '#'])
env_base.platform_exporters = platform_exporters
env_base.platform_apis = platform_apis
+if (env_base["use_precise_math_checks"]):
+ env_base.Append(CPPDEFINES=['PRECISE_MATH_CHECKS'])
+
if (env_base['target'] == 'debug'):
env_base.Append(CPPDEFINES=['DEBUG_MEMORY_ALLOC','DISABLE_FORCED_INLINE'])