Torque 3D 3.8
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Macros

The following table lists macros in this documentation.

Name 
Description 
defines to keep PhysX happy and compiling 
This is macro __BT_SKIP_UINT64_H. 
cfront 1.2 defines "c_plusplus" instead of "__cplusplus 
< Constant float epsilon used for F32 comparisons 
This is macro __GFXSTATEBLOCKDATA_H_. 
This is macro __gl_h_. 
This is macro __RESOURCE_H__. 
This is macro __SCENEMANAGER_H__. 
This is macro __WIN_PLATFORM_STACKWALKER__. 
GNU C and GNU C++ define this. 
This is macro _ABSTRACTPOLYLIST_H_. 
This is macro _ACCUFEATUREGLSL_H_. 
This is macro _ACCUFEATUREHLSL_H_. 
This is macro _ACCUMULATIONVOLUME_H_. 
This is macro _ACTIONMAP_H_. 
This is macro _ADVANCED_LIGHTBUFFER_CONDITIONER_H_. 
This is macro _ADVANCEDLIGHTBINMANAGER_H_. 
This is macro _ADVANCEDLIGHTINGFEATURES_H_. 
This is macro _ADVANCEDLIGHTMANAGER_H_. 
This is macro _AICLIENT_H_. 
This is macro _AICONNECTION_H_. 
This is macro _AIPLAYER_H_. 
This is macro _AITURRETSHAPE_H_. 
This is macro _ALIGNEDARRAY_H_. 
This is macro _APP_MAINLOOP_H_. 
This is macro _APPMATERIAL_H_. 
This is macro _APPMESH_H_. 
This is macro _APPNODE_H_. 
This is macro _APPSEQUENCE_H_. 
This is macro _APS_NEXT_COMMAND_VALUE. 
This is macro _APS_NEXT_CONTROL_VALUE. 
Next default values for new objects 
This is macro _APS_NEXT_SYMED_VALUE. 
This is macro _ARRAYOBJECT_H_. 
This is macro _AST_H_. 
This is macro _ASYNCBUFFEREDSTREAM_H_. 
This is macro _ASYNCPACKETQUEUE_H_. 
This is macro _ASYNCPACKETSTREAM_H_. 
This is macro _ASYNCUPDATE_H_. 
This is macro _AUTH_H_. 
This is macro _AUTOPTR_H_. 
This is macro _BANLIST_H_. 
This is macro _BASEMATERIALDEFINITION_H_. 
This is macro _BASEMATINSTANCE_H_. 
This is macro _BASICCLOUDS_H_. 
This is macro _BASICLIGHTMANAGER_H_. 
This is macro _BASICSCENEOBJECTLIGHTINGPLUGIN_H_. 
This is macro _BITMAPUTILS_H_. 
This is macro _BITMATRIX_H_. 
This is macro _BITRENDER_H_. 
This is macro _BITSET_H_. 
This is macro _BITSTREAM_H_. 
This is macro _BITVECTOR_H_. 
This is macro _BITVECTORW_H_. 
This is macro _BLOBSHADOW_H_. 
This is macro _BLTERRAINSYSTEM_H_. 
This is macro _BOXCONVEX_H_. 
This is macro _BTPLAYER_H. 
This is macro _BTWORLD_H_. 
This is macro _BULLET_CASTS_H_. 
This is macro _BULLET_H_. 
This is macro _BUMP_GLSL_H_. 
This is macro _BUMP_HLSL_H_. 
This is macro _BYTEBUFFER_H_. 
This is macro _CAMERA_H_. 
This is macro _CAMERAFXMGR_H_. 
This is macro _CAMERASPLINE_H_. 
This is macro _CATMULLROM_H_. 
This is macro _CENTRALDIR_H_. 
This is macro _CHECK_ENGINE_INITIALIZED. 
Helpers to implement initialization checks. Pulled out into separate macros so this can be deactivated easily. Especially important for the initialize() function itself. 
This is macro _CLIPPEDPOLYLIST_H_. 
This is macro _CLOUDLAYER_H_. 
Make sure we don't get gram.h twice. 
This is macro _CODEBLOCK_H_. 
This is macro _COLLADA_APP_MATERIAL_H_. 
This is macro _COLLADA_APPMESH_H_. 
This is macro _COLLADA_APPNODE_H_. 
This is macro _COLLADA_APPSEQUENCE_H_. 
This is macro _COLLADA_EXTENSIONS_H_. 
This is macro _COLLADA_SHAPELOADER_H_. 
This is macro _COLLADA_UTILS_H_. 
This is macro _COLLISION_H_. 
This is macro _COLOR_H_. 
This is macro _COMPILER_H_. 
This is macro _COMPONENTINTERFACE_H_. 
This is macro _COMPRESSOR_H_. 
This is macro _CONCRETEPOLYLIST_H_. 
This is macro _CONDITIONER_BASE_H_. 
This is macro _CONSOLE_H_. 
This is macro _CONSOLE_LOGGER_H_. 
This is macro _CONSOLE_PARSER_H_. 
This is macro _CONSOLE_SIMOBJECTMEMENTO_H_. 
This is macro _ConsoleBitfieldType. 
This is macro _ConsoleEnumType. 
This is macro _CONSOLEINTERNAL_H_. 
This is macro _CONSOLEOBJECT_H_. 
This is macro _CONSOLETYPES_H_. 
This is macro _CONSOLEXMLEXPORT_H_. 
This is macro _CONTAINERQUERY_H_. 
This is macro _CONVEX_H_. 
This is macro _CONVEXSHAPE_H_. 
This is macro _CORE_NONCOPYABLE_H_. 
This is macro _CORE_VMS_H_. 
This is macro _CORE_ZIP_VOLUME_H_. 
This is macro _COVERPOINT_H_. 
This is macro _CRC_H_. 
This is macro _CRCTAB_H_. 
This is macro _CREATOR_H_. 
This is macro _CRTDBG_MAP_ALLOC. 
This is macro _CUBELIGHTSHADOWMAP_H_. 
This is macro _CUBEMAPDATA_H_. 
This is macro _CUSTOMMATERIALDEFINITION_H_. 
This is macro _DATACHUNKER_H_. 
This is macro _DDS_UTILS_H_. 
This is macro _DDSFILE_H_. 
This is macro _DEBRIS_H_. 
This is macro _DEBUGDRAW_H_. 
This is macro _DEBUGOUTPUTCONSUMER_H_. 
This is macro _DECALDATA_H_. 
This is macro _DECALDATAFILE_H_. 
This is macro _DECALINSTANCE_H_. 
This is macro _DECALMANAGER_H_. 
This is macro _DECALROAD_H_. 
This is macro _DECALSPHERE_H_. 
This is macro _DECLARE_BITFIELD. 
This is macro _DECLARE_BITFIELD_R. 
This is macro _DECLARE_ENUM. 
This is macro _DECLARE_ENUM_R. 
Unlike the other types, primitives directly specialize on EngineTypeTraits instead of _EngineTypeTraits so as to prevent any stripping from taking place. Otherwise, pointers could not be primitive types. 
This is macro _DECLARE_PRIMITIVE_R. 
This is macro _DECLARE_STRUCT. 
This is macro _DECLARE_STRUCT_R. 
This is macro _DECLARE_TYPE. 
This is macro _DECLARE_TYPE_R. 
This is macro _DEDICATED_WINDOW_STUB_H_. 
This is macro _DEFERREDFEATURESGLSL_H_. 
This is macro _DEFERREDFEATURESHLSL_H_. 
The next thing is a bit tricky. DefineEngineMethod allows to make the 'object' (=this) argument to the function implicit which presents quite an obstacle for the macro internals as the engine export system requires the name of a DLL symbol that represents an extern "C" function with an explicit first object pointer argument.
Even if we ignored the fact that we don't have a guarantee how the various C++ compilers implement implicit 'this' arguments, we could still not just use a C++ method for this as then we would have to get past the C++ compiler's mangling to get to... more 
This is macro _DEPTH_GLSL_H_. 
This is macro _DEPTH_HLSL_H_. 
This is macro _DEPTHSORTLIST_H_. 
This is macro _DISPATCHER_H_. 
This is macro _DISTANCE_FIELD_H_. 
This is macro _DNET_H_. 
This is macro _DU_DEBUG_DRAW_TORQUE_H_. 
This is macro _DUALPARABOLOIDLIGHTSHADOWMAP_H_. 
This is macro _DXT5nm_SWIZZLE_H_. 
This is macro _DYNAMIC_CONSOLEMETHOD_COMPONENT_H_. 
This is macro _DYNAMIC_CONSOLETYPES_H_. 
This is macro _EARLYOUTPOLYLIST_H_. 
This is macro _EDITOR_H_. 
This is macro _EDITORFUNCTIONS_H_. 
This is macro _EDITORICONREGISTRY_H_. 
This is macro _EDITTSCTRL_H_. 
This is macro _END_IMPLEMENT_BITFIELD. 
This is macro _END_IMPLEMENT_ENUM. 
This is macro _END_IMPLEMENT_STRUCT. 
This is macro _ENDIAN_H_. 
This is macro _ENGINEAPI_H_. 
This is macro _ENGINEEXPORTS_H_. 
This is macro _ENGINEFUNCTIONS_H_. 
This is macro _ENGINEOBJECT_H_. 
This is macro _ENGINEPRIMITIVES_H_. 
This is macro _ENGINESTRUCTS_H_. 
This is macro _ENGINETYPEINFO_H_. 
This is macro _ENGINETYPES_H_. 
 
This is macro _EVENTMANAGER_H_. 
This is macro _EXPLOSION_H_. 
This is macro _EXTENDEDMOVE_H_. 
This is macro _EXTENDEDMOVELIST_H_. 
This is macro _EXTRAFIELD_H_. 
This is macro _EXTRUDEDPOLYLIST_H_. 
This is macro _FEATUREMGR_H_. 
This is macro _FEATURESET_H_. 
This is macro _FEATURETYPE_H_. 
This is macro _FIELDBRUSHOBJECT_H_. 
This is macro _FILEDIALOG_H_. 
This is macro _FILEHEADER_H_. 
This is macro _FILEIO_H_. 
This is macro _FILEOBJECT_H_. 
This is macro _FILESTREAM_H_. 
This is macro _FILESTREAMOBJECT_H_. 
This is macro _FILTERSTREAM_H_. 
This is macro _FINDMATCH_H_. 
This is macro _FLYINGVEHICLE_H_. 
This is macro _FOGSTRUCTS_H_. 
This is macro _FOLIAGEREPLICATOR_H_. 
This is macro _FOREST_EDITOR_BRUSH_H_. 
This is macro _FOREST_EDITOR_BRUSHELEMENT_H_. 
This is macro _FOREST_EDITOR_FORESTEDITORCTRL_H_. 
This is macro _FOREST_EDITOR_SELECTIONTOOL_H_. 
This is macro _FOREST_EDITOR_TOOL_H_. 
This is macro _FOREST_EDITOR_UNDO_H_. 
This is macro _FOREST_SHADERGEN_WINDDEFORMATION_H_. 
This is macro _FOREST_SHADERGEN_WINDDEFORMATIONGLSL_H_. 
This is macro _FOREST_SHADERGEN_WINDDEFORMATIONHLSL_H_. 
This is macro _FORESTCELL_H_. 
This is macro _FORESTCELLBATCH_H_. 
This is macro _FORESTCOLLISION_H_. 
This is macro _FORESTDATAFILE_H_. 
This is macro _FORESTITEM_H_. 
This is macro _FORESTWINDACCUMULATOR_H_. 
This is macro _FORESTWINDEMITTER_H_. 
This is macro _FORESTWINDMGR_H_. 
This is macro _FRAMEALLOCATOR_H_. 
This is macro _GAME_H_. 
This is macro _GAMEBASE_H_. 
This is macro _GAMECONNECTION_H_. 
This is macro _GAMECONNECTIONEVENTS_H_. 
This is macro _GAMEFUNCTIONS_H_. 
This is macro _GAMEPROCESS_EXTENDED_H_. 
This is macro _GAMEPROCESS_H_. 
This is macro _GAMEPROCESS_HIFI_H_. 
This is macro _GAMEPROCESS_STD_H_. 
This is macro _GAMETSCTRL_H_. 
This is macro _GBITMAP_H_. 
This is macro _GBUFFER_CONDITIONER_GLSL_H_. 
This is macro _GBUFFER_CONDITIONER_HLSL_H_. 
This is macro _GENERICCONSTBUFFER_H_. 
This is macro _GET_BUFFER_BINDING. 
This is macro _GET_TEXTURE_BINDING. 
This is macro _GFONT_H_. 
This is macro _GFX_D3D_GFXD3D9TARGET_H_. 
This is macro _GFX_D3D_VIDEOCAPTURED3D9_H_. 
This is macro _GFX_D3D9_OCCLUSIONQUERY_H_. 
This is macro _GFX_D3D9_QUERYFENCE_H_. 
This is macro _GFX_GFXDRAWER_H_. 
This is macro _GFX_GFXTRANSFORMSAVER_H_. 
This is macro _GFX_GL_OCCLUSIONQUERY_H_. 
This is macro _GFX_PC_D3D9DEVICE_H_. 
This is macro _GFXADAPTER_H_. 
This is macro _GFXAPI_H_. 
This is macro _GFXCARDPROFILE_H_. 
This is macro _GFXCUBEMAP_H_. 
This is macro _GFXD3D_VERTEXBUFFER_H_. 
This is macro _GFXD3D9CARDPROFILER_H_. 
This is macro _GFXD3D9CUBEMAP_H_. 
This is macro _GFXD3D9DEVICE_H_. 
This is macro _GFXD3D9PRIMITIVEBUFFER_H_. 
This is macro _GFXD3D9SHADER_H_. 
This is macro _GFXD3D9STATEBLOCK_H_. 
This is macro _GFXD3D9TEXTUREOBJECT_H_. 
This is macro _GFXD3DTEXTUREMANAGER_H_. 
This is macro _GFXDEBUGEVENT_H_. 
This is macro _GFXDEVICE_H_. 
This is macro _GFXDEVICESTATISTICS_H_. 
This is macro _GFXENUMS_H_. 
This is macro _GFXFENCE_H_. 
This is macro _GFXFONTBATCHER_H_. 
This is macro _GFXFORMATUTILS_H_. 
This is macro _GFXGLAPPLEFENCE_H_. 
This is macro _GFXGLCARDPROFILE_H. 
This is macro _GFXGLCUBEMAP_H_. 
This is macro _GFXGLDEVICE_H_. 
This is macro _GFXGLENUMTRANSLATE_H_. 
This is macro _GFXGLPRIMITIVEBUFFER_H_. 
This is macro _GFXGLSHADER_H_. 
This is macro _GFXGLSTATEBLOCK_H_. 
This is macro _GFXGLTEXTUREMANAGER_H. 
This is macro _GFXGLTEXTUREOBJECT_H. 
This is macro _GFXGLTEXTURETARGET_H_. 
This is macro _GFXGLVERTEXBUFFER_H_. 
This is macro _GFXGLWINDOWTARGET_H_. 
This is macro _GFXINIT_H_. 
This is macro _GFXNullDevice_H_. 
This is macro _GFXOCCLUSIONQUERY_H_. 
This is macro _GFXPRIMITIVEBUFFER_H_. 
This is macro _GFXRESOURCE_H_. 
This is macro _GFXSHADER_H_. 
This is macro _GFXSTATEBLOCK_H_. 
This is macro _GFXSTRINGENUMTRANSLATE_H_. 
This is macro _GFXSTRUCTS_H_. 
This is macro _GFXTARGET_H_. 
This is macro _GFXTEXTUREHANDLE_H_. 
This is macro _GFXTEXTUREMANAGER_H_. 
This is macro _GFXTEXTUREOBJECT_H_. 
This is macro _GFXTEXTUREPROFILE_H_. 
This is macro _GFXVERTEXBUFFER_H_. 
This is macro _GFXVERTEXCOLOR_H_. 
This is macro _GFXVERTEXFORMAT_H_. 
This is macro _GFXVERTEXTYPES_H_. 
This is macro _GIZMO_H_. 
This is macro _GJK_H_. 
This is macro _GROUNDCOVER_H_. 
This is macro _GUI_DIRECTORYFILELISTCTRL_H_. 
This is macro _GUI_FILETREECTRL_H_. 
This is macro _GUI_INSPECTOR_CUSTOMFIELD_H_. 
This is macro _GUI_INSPECTOR_DATABLOCKFIELD_H_. 
This is macro _GUI_INSPECTOR_DYNAMICFIELD_H_. 
This is macro _GUI_INSPECTOR_DYNAMICGROUP_H_. 
This is macro _GUI_INSPECTOR_FIELD_H_. 
This is macro _GUI_INSPECTOR_GROUP_H_. 
This is macro _GUI_INSPECTOR_H_. 
This is macro _GUI_INSPECTOR_TYPES_H_. 
This is macro _GUI_INSPECTOR_VARIABLEFIELD_H_. 
This is macro _GUI_INSPECTOR_VARIABLEGROUP_H_. 
This is macro _GUI_LISTBOXCTRL_H_. 
This is macro _GUI_PANEL_H_. 
This is macro _GUI_ROLLOUTCTRL_H_. 
This is macro _GUI_SPLTCONTAINER_H_. 
This is macro _GUI_TABBOOKCTRL_H_. 
This is macro _GUI_TREEVIEWCTRL_H. 
This is macro _GUI_VARIABLEINSPECTOR_H_. 
This is macro _GUI_WORLDEDITOR_UNDOACTIONS_H_. 
This is macro _GUIARRAYCTRL_H_. 
This is macro _GUIAUTOSCROLLCTRL_H_. 
This is macro _GUIBACKGROUNDCTRL_H_. 
This is macro _GUIBITMAPBUTTON_H_. 
This is macro _GUIBITMAPCTRL_H_. 
This is macro _GUIBUBBLETEXTCTRL_H_. 
This is macro _GUIBUTTONBASECTRL_H_. 
This is macro _GUIBUTTONCTRL_H_. 
This is macro _GUICANVAS_H_. 
This is macro _GUICHECKBOXCTRL_H_. 
This is macro _GUICOLORPICKER_H_. 
This is macro _GUICONSOLE_H_. 
This is macro _GUICONSOLEEDITCTRL_H_. 
This is macro _GUICONSOLETEXTCTRL_H_. 
This is macro _GUICONTAINER_H_. 
This is macro _GUICONTROL_H_. 
This is macro _GUICONVEXSHAPEEDITORCTRL_H_. 
This is macro _GUICTRLARRAYCTRL_H_. 
This is macro _GUIDEBUGGER_H_. 
This is macro _GUIDECALEDITORCTRL_H_. 
This is macro _GUIDECOYCTRL_H_. 
This is macro _GUIDRAGANDDROPCTRL_H_. 
This is macro _GUIDYNAMICCTRLARRAYCTRL_H_. 
This is macro _GUIEASEVIEWCTRL_H_. 
This is macro _GUIEDITCTRL_H_. 
This is macro _GUIFADEINBITMAPCTRL_H_. 
This is macro _GUIFILTERCTRL_H_. 
This is macro _GUIFORMCTRL_H_. 
This is macro _GUIFRAMECTRL_H_. 
This is macro _GuiGameListMenuCtrl_H_. 
This is macro _GuiGameListOptionsCtrl_H_. 
This is macro _GUIGRADIENTCTRL_H_. 
This is macro _GUIGRAPHCTRL_H_. 
This is macro _GUIICONBUTTON_H_. 
This is macro _GUIIMAGELIST_H_. 
This is macro _GUIINPUTCTRL_H_. 
This is macro _GUIMATERIALCTRL_H_. 
Original header: GuiMaterialPreview Control for Material Editor Written by Travis Vroman of Gaslight Studios Updated 2-14-09 Portions based off Constructor viewport code. 
This is macro _GUIMENUBAR_H_. 
This is macro _GUIMESHROADEDITORCTRL_H_. 
This is macro _GUIMESSAGEVECTORCTRL_H_. 
This is macro _GUIMISSIONAREA_H_. 
This is macro _GUIMISSIONAREAEDITORCTRL_H_. 
This is macro _GUIMLTEXTCTRL_H_. 
This is macro _GUIMLTEXTEDITCTRL_H_. 
This is macro _GUIMOUSEEVENTCTRL_H_. 
This is macro _GUINAVEDITORCTRL_H_. 
This is macro _GUIOBJECTVIEW_H_. 
This is macro _GUIOFFSCREENCANVAS_H_. 
This is macro _GUIPANECTRL_H_. 
This is macro _GUIPARTICLEGRAPHCTRL_H_. 
This is macro _GUIPOPUPCTRL_H_. 
This is macro _GUIPOPUPCTRLEX_H_. 
This is macro _GuiProgressBitmapCtrl_H_. 
This is macro _GUIPROGRESSCTRL_H_. 
This is macro _GUIRADIOCTRL_H_. 
This is macro _GUIRECTHANDLES_H_. 
This is macro _GUIRIVEREDITORCTRL_H_. 
This is macro _GUIROADEDITORCTRL_H_. 
This is macro _GUISCRIPTNOTIFYCTRL_H_. 
This is macro _GUISCROLLCTRL_H_. 
This is macro _GUISEPARATORCTRL_H_. 
This is macro _GUISHAPEEDPREVIEW_H_. 
This is macro _GUISLIDERCTRL_H_. 
This is macro _GUISTACKCTRL_H_. 
This is macro _GUISWATCHBUTTONCTRL_H_. 
This is macro _GUITABPAGECTRL_H_. 
This is macro _GUITERRPREVIEWCTRL_H_. 
This is macro _GUITEXTCTRL_H_. 
This is macro _GUITEXTEDITCTRL_H_. 
This is macro _GUITEXTEDITSLIDERBITMAPCTRL_H_. 
This is macro _GUITEXTEDITSLIDERCTRL_H_. 
This is macro _GUITEXTLISTCTRL_H_. 
This is macro _GUITHEORACTRL_H_. 
This is macro _GUITICKCTRL_H_. 
This is macro _GUITOGGLEBUTTONCTRL_H_. 
This is macro _GUITOOLBOXBUTTON_H_. 
This is macro _GUITSCONTROL_H_. 
This is macro _GUITYPES_H_. 
This is macro _GUIWINDOWCOLLAPSECTRL_H_. 
This is macro _GUIWINDOWCTRL_H_. 
This is macro _H_BADWORDFILTER. 
This is macro _H_CONNECTIONSTRINGTABLE. 
This is macro _H_FOREST_. 
This is macro _H_GUIDEFAULTCONTROLRENDER_. 
This is macro _H_NETINTERFACE. 
This is macro _H_PARTICLE_EMITTER. 
This is macro _H_PHYSICALZONE. 
This is macro _H_TRIGGER. 
This is macro _HASHFUNCTION_H_. 
This is macro _HOVERVEHICLE_H_. 
This is macro _HTTPOBJECT_H_. 
This is macro _I_PROCESSINPUT_H_. 
This is macro _I18N_H_. 
This is macro _ICALLMETHOD_H_. 
This is macro _IDGENERATOR_H_. 
This is macro _IDISPLAYDEVICE_H_. 
This is macro _IINPUTDEVICE_H_. 
This is macro _IMPLEMENT_BITFIELD. 
This is macro _IMPLEMENT_ENUM. 
This is macro _IMPLEMENT_PRIMITIVE. 
This is macro _IMPLEMENT_STRUCT. 
This is macro _IMPLEMENT_TYPE. 
This is macro _IMPOSTERCAPTURE_H_. 
This is macro _IMPOSTERRENDERMGR_H_. 
This is macro _INSTANCINGMATHOOK_H_. 
This is macro _InterlockedExchangeAdd. 
This is macro _InterlockedExchangeAdd64. 
This is macro _INTERPOLATEDCHANGEPROPERTY_H_. 
This is macro _ITEM_H_. 
This is macro _ITICKABLE_H_. 
This is macro _JOURNALEDSIGNAL_H_. 
_L 
This is macro _L. 
This is macro _LANG_ELEMENT_H_. 
This is macro _LANG_H_. 
This is macro _LEAPMOTIONCONSTANTS_H_. 
This is macro _LEAPMOTIONDATA_H_. 
This is macro _LEAPMOTIONDEVICE_H_. 
This is macro _LEAPMOTIONFRAME_H_. 
This is macro _LEAPMOTIONFRAMESTORE_H_. 
This is macro _LEAPMOTIONUTIL_H_. 
This is macro _LEVELINFO_H_. 
This is macro _LIGHTANIMDATA_H_. 
This is macro _LIGHTBASE_H_. 
This is macro _LIGHTDESCRIPTION_H_. 
This is macro _LIGHTFLAREDATA_H_. 
This is macro _LIGHTINFO_H_. 
This is macro _LIGHTINGSYSTEM_SHADOWBASE_H_. 
This is macro _LIGHTMANAGER_H_. 
This is macro _LIGHTMAPPARAMS_H_. 
This is macro _LIGHTNING_H_. 
This is macro _LIGHTQUERY_H_. 
This is macro _LIGHTSHADOWMAP_H_. 
This is macro _LOADOAL_H_. 
This is macro _MACCARBVOLUME_H_. 
This is macro _MACCURSORCONTROLLER_H_. 
This is macro _MACGLUTILS_H_. 
This is macro _MACVIEW_H_. 
This is macro _MACWINDOWMANAGER_H_. 
This is macro _MANGAXIS_H_. 
This is macro _MATERIAL_MGR_H_. 
This is macro _MATERIALDEFINITION_H_. 
This is macro _MATERIALFEATUREDATA_H_. 
This is macro _MATERIALFEATURETYPES_H_. 
This is macro _MATERIALLIST_H_. 
This is macro _MATERIALPARAMETERS_H_. 
This is macro _MATERIALS_PROCESSEDCUSTOMMATERIAL_H_. 
This is macro _MATERIALS_PROCESSEDFFMATERIAL_H_. 
This is macro _MATERIALS_PROCESSEDMATERIAL_H_. 
This is macro _MATERIALS_PROCESSEDSHADERMATERIAL_H_. 
This is macro _MATHIO_H_. 
This is macro _MATHTYPES_H_. 
This is macro _MATHUTIL_FRUSTUM_H_. 
This is macro _MATHUTILS_H_. 
This is macro _MATINSTANCE_H_. 
This is macro _MATINSTANCEHOOK_H_. 
This is macro _MATRIXSET_H_. 
This is macro _MATRIXSETDELEGATES_H_. 
This is macro _MATSTATEHINT_H_. 
This is macro _MATTEXTURETARGET_H_. 
This is macro _MBOX_H_. 
This is macro _MBOXBASE_H_. 
This is macro _MCONSTANTS_H_. 
This is macro _MEASE_H_. 
This is macro _MEMSTREAM_H_. 
This is macro _MEMVOLUME_H_. 
This is macro _MENUBAR_H_. 
This is macro _MESHROAD_H_. 
This is macro _MESSAGE_H_. 
This is macro _MESSAGEFORWARDER_H_. 
This is macro _MESSAGEVECTOR_H_. 
This is macro _MINTERSECTOR_H_. 
This is macro _MISCSHDRDAT_H_. 
This is macro _MISSIONAREA_H_. 
This is macro _MISSIONMARKER_H_. 
This is macro _MMATH_H_. 
This is macro _MMATHFN_H_. 
This is macro _MMATRIX_H_. 
This is macro _MODULE_H_. 
This is macro _MOREADVANCEDCOMPONENT_H_. 
This is macro _MORIENTEDBOX_H_. 
This is macro _MOVELIST_H_. 
This is macro _MOVELIST_HIFI_H_. 
This is macro _MOVELIST_STD_H_. 
This is macro _MOVEMANAGER_H_. 
This is macro _MPLANE_H_. 
This is macro _MPLANESET_H_. 
This is macro _MPLANETRANSFORMER_H_. 
This is macro _MPOINT2_H_. 
This is macro _MPOINT3_H_. 
This is macro _MPOINT4_H_. 
This is macro _MPOLYHEDRON_H_. 
This is macro _MPOLYHEDRON_IMPL_H_. 
This is macro _MQUADPATCH_H_. 
This is macro _MQUAT_H_. 
This is macro _MRANDOM_H_. 
This is macro _MRANDOMDECK_H_. 
This is macro _MRANDOMSET_H_. 
This is macro _MRECT_H_. 
 
This is macro _MSGBOX_H_. 
This is macro _MSILHOUETTEEXTRACTOR_H_. 
This is macro _MSPHERE_H_. 
This is macro _MSPLINEPATCH_H_. 
This is macro _MTRANSFORM_H_. 
This is macro _NAV_CONTEXT_H_. 
This is macro _NAVMESH_H_. 
This is macro _NAVPATH_H_. 
This is macro _NET_H_. 
This is macro _NETCONNECTION_H_. 
This is macro _NETOBJECT_H_. 
This is macro _NETSTRINGTABLE_H_. 
_new 
This is macro _new. 
This is macro _NODELISTMANAGER_H_. 
This is macro _NOISE2D_H_. 
This is macro _OBJECTTYPES_H_. 
This is macro _OCCLUSIONVOLUME_H_. 
This is macro _OCULUSVRCONSTANTS_H_. 
This is macro _OCULUSVRDEVICE_H_. 
This is macro _OCULUSVRHMDDEVICE_H_. 
This is macro _OCULUSVRSENSORDATA_H_. 
This is macro _OCULUSVRSENSORDEVICE_H_. 
This is macro _OCULUSVRUTIL_H_. 
define all the variants of Offset that we might use 
This is macro _Offset_Variant_1. 
also requires #include  
This is macro _OGGINPUTSTREAM_H_. 
This is macro _OGGTHEORADECODER_H_. 
This is macro _OGGVORBISDECODER_H_. 
Open AL Function table definition 
This is macro _OPTIMIZEDPOLYLIST_H_. 
#pragma pack is bugged in GCC in that the packing in place at the template instantiation sites rather than their definition sites is used. Enable workarounds. 
This is macro _PARABOLOID_GLSL_H_. 
This is macro _PARABOLOID_HLSL_H_. 
This is macro _PARABOLOIDLIGHTSHADOWMAP_H_. 
This is macro _PARTICLE_H_. 
This is macro _PARTICLEEMITTERDUMMY_H_. 
This is macro _PATH_H_. 
This is macro _PATHCAMERA_H_. 
This is macro _PATHMANAGER_H_. 
This is macro _PERSISTENCEMANAGER_H_. 
This is macro _PHYSICS_DEBRIS_H_. 
This is macro _PHYSICS_PHYSICSUSERDATA_H_. 
This is macro _PHYSICSEVENTS_H_. 
This is macro _PHYSICSSHAPE_H_. 
This is macro _PHYSX_CASTS_H_. 
This PhysX implementation for Torque was originally based on the "PhysX in TGEA" resource written by Shannon Scarvaci.
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=12711 
This is macro _PHYSX_MATERIAL_H. 
This is macro _PHYSX_WORLD_H_. 
This is macro _PHYSX3_H_. 
This is macro _PIXSPECULAR_GLSL_H_. 
This is macro _PIXSPECULAR_HLSL_H_. 
This is macro _PLANEEXTRACTOR_H_. 
This is macro _PLATFORM_H_. 
This is macro _PLATFORM_PLATFORMNET_H_. 
This is macro _PLATFORM_PLATFORMTIMER_H_. 
This is macro _PLATFORM_PLATFORMWINDOWMGR_H_. 
This is macro _PLATFORM_THREAD_SEMAPHORE_H_. 
This is macro _PLATFORM_THREADS_MUTEX_H_. 
This is macro _PLATFORM_THREADS_THREAD_H_. 
This is macro _PLATFORM_VIDEOINFO_H_. 
This is macro _PLATFORMAL_H_. 
This is macro _PLATFORMASSERT_H_. 
This is macro _PLATFORMCURSORCONTROLLER_H_. 
This is macro _PLATFORMFONT_H_. 
This is macro _PLATFORMINPUT_H_. 
This is macro _PLATFORMINTRINSICS_H_. 
This is macro _PLATFORMMACCARB_H_. 
This is macro _PLATFORMREDBOOK_H_. 
This is macro _PLATFORMTLS_H_. 
This is macro _PLATFORMVFS_H_. 
This is macro _PLATFORMVOLUME_H_. 
This is macro _PLATFORMWIN32_H_. 
This is macro _PLATFORMX86UNIX_H_. 
This is macro _PLAYER_H_. 
This is macro _PNG_UTILS_H_. 
This is macro _POINTLIGHT_H_. 
This is macro _POLYTOPE_H_. 
This is macro _POPUPMENU_H_. 
This is macro _PORTAL_H_. 
This is macro _POSIXVOLUME_H_. 
This is macro _POST_EFFECT_H_. 
This is macro _POSTEFFECTCOMMON_H_. 
This is macro _POSTEFFECTMANAGER_H_. 
This is macro _POSTEFFECTVIS_H_. 
This is macro _PRECIPITATION_H_. 
This is macro _PREFAB_H_. 
This is macro _PREPASS_MGR_H_. 
This is macro _PRIMBUILDER_H_. 
This is macro _PROCESSLIST_H_. 
This is macro _PROFILER_H_. 
This is macro _PROJECTEDSHADOW_H_. 
This is macro _PROJECTILE_H_. 
This is macro _PROPERTYPARSING_H_. 
This is macro _PROXIMITYMINE_H_. 
This is macro _PSSMLIGHTSHADOWMAP_H_. 
This is macro _PX3BODY_H_. 
This is macro _PX3CASTS_H_. 
This is macro _PX3COLLISION_H_. 
This is macro _PX3PLAYER_H. 
This is macro _PX3PLUGIN_H_. 
This is macro _PX3STREAM_H_. 
This is macro _PX3UTILS_H_. 
This is macro _PX3WORLD_H_. 
This is macro _PXCLOTH_H_. 
This is macro _PXCONTACTREPORTER_H_. 
This is macro _PXFLUID_H_. 
This is macro _PXMULTIACTOR_H. 
This is macro _PXPLAYER_H. 
This is macro _PXUTILS_H_. 
This is macro _QUADTOQUADTRANSFORMS_H_. 
This is macro _QUADTREETRACER_H_. 
This is macro _RAWDATA_H_. 
This is macro _RAZERHYDRACONSTANTS_H_. 
This is macro _RAZERHYDRADATA_H_. 
This is macro _RAZERHYDRADEVICE_H_. 
This is macro _RAZERHYDRAFRAME_H_. 
This is macro _RAZERHYDRAFRAMESTORE_H_. 
This is macro _RAZERHYDRAUTIL_H_. 
This is macro _RECAST_POLYLIST_H_. 
This is macro _RECTCLIPPER_H_. 
This is macro _REFBASE_H_. 
This is macro _REFLECTIONMANAGER_H_. 
This is macro _REFLECTIONMATHOOK_H_. 
This is macro _REFLECTOR_H_. 
This is macro _RENDER_PARTICLE_MGR_H_. 
This is macro _RENDER_TRANSLUCENT_MGR_H_. 
This is macro _RENDERBINMANAGER_H_. 
This is macro _RENDERFORCEDMATMESHMGR_H_. 
This is macro _RENDERFORMATCHANGER_H_. 
This is macro _RENDERGLOWMGR_H_. 
This is macro _RENDERMESHEXAMPLE_H_. 
This is macro _RENDERMESHMGR_H_. 
This is macro _RENDEROBJECTEXAMPLE_H_. 
This is macro _RENDEROBJECTMGR_H_. 
This is macro _RENDEROCCLUSIONMGR_H_. 
This is macro _RENDERPASSMANAGER_H_. 
This is macro _RENDERPASSSTATETOKEN_H_. 
This is macro _RENDERSHAPEEXAMPLE_H_. 
This is macro _RENDERTERRAINMGR_H_. 
This is macro _RESIZESTREAM_H_. 
This is macro _RESOURCEMANAGER_H_. 
This is macro _RGB2LUV_H_. 
This is macro _RGB2XYZ_H_. 
This is macro _RIBBON_H_. 
This is macro _RIBBON_NODE_H_. 
This is macro _RIGID_H_. 
This is macro _RIGIDSHAPE_H_. 
This is macro _RIVER_H_. 
This is macro _RUNTIME_CLASSREP_H_. 
This is macro _SAMPLER_H_. 
This is macro _SCATTERSKY_H_. 
This is macro _SCENEAMBIENTSOUNDOBJECT_H_. 
This is macro _SCENEAMBIENTSOUNDOBJECT_IMPL_H_. 
This is macro _SCENECAMERASTATE_H_. 
This is macro _SCENECONTAINER_H_. 
This is macro _SCENECULLINGSTATE_H_. 
This is macro _SCENECULLINGVOLUME_H_. 
This is macro _SCENEDATA_H_. 
This is macro _SCENELIGHTING_H_. 
This is macro _SCENEMANAGER_H_. 
This is macro _SCENEOBJECT_H_. 
This is macro _SCENEOBJECTLIGHTINGPLUGIN_H_. 
This is macro _SCENEPOLYHEDRALOBJECT_H_. 
This is macro _SCENEPOLYHEDRALOBJECT_IMPL_H_. 
This is macro _SCENEPOLYHEDRALSPACE_H_. 
This is macro _SCENEPOLYHEDRALZONE_H_. 
This is macro _SCENERENDERSTATE_H_. 
This is macro _SCENEROOTZONE_H_. 
This is macro _SCENESIMPLEZONE_H_. 
This is macro _SCENESPACE_H_. 
This is macro _SCENETRACKER_H_. 
This is macro _SCENETRAVERSALSTATE_H_. 
This is macro _SCENEZONECULLINGSTATE_H_. 
This is macro _SCENEZONESPACE_H_. 
This is macro _SCENEZONESPACEMANAGER_H_. 
This is macro _SCOPETRACKER_H_. 
This is macro _SCREENSHOT_H_. 
This is macro _SCREENSHOTD3D_H_. 
This is macro _SCREENSPACE_UTILS_H_. 
This is macro _SCRIPTFILENAME_H_. 
This is macro _SCRIPTMSGLISTENER_H_. 
This is macro _SCRIPTOBJECTS_H_. 
This is macro _SDL_CURSORCONTROLLER_H_. 
This is macro _SERVERQUERY_H_. 
This is macro _SETTINGS_H_. 
This is macro _SFX3DWORLD_H_. 
This is macro _SFXALBUFFER_H_. 
This is macro _SFXALCAPS_H_. 
This is macro _SFXALDEVICE_H_. 
This is macro _SFXALVOICE_H_. 
This is macro _SFXAMBIENCE_H_. 
This is macro _SFXBUFFER_H_. 
This is macro _SFXCOMMON_H_. 
This is macro _SFXCONTROLLER_H_. 
This is macro _SFXDESCRIPTION_H_. 
This is macro _SFXDEVICE_H_. 
This is macro _SFXDSBUFFER_H_. 
This is macro _SFXDSDEVICE_H_. 
This is macro _SFXDSVOICE_H_. 
This is macro _SFXEMITTER_H_. 
This is macro _SFXENVIRONMENT_H_. 
This is macro _SFXFILESTREAM_H_. 
This is macro _SFXFMODBUFFER_H_. 
This is macro _SFXFMODDEVICE_H_. 
This is macro _SFXFMODEVENT_H_. 
This is macro _SFXFMODEVENTGROUP_H_. 
This is macro _SFXFMODEVENTSOURCE_H_. 
This is macro _SFXFMODPLUGIN_H_. 
This is macro _SFXFMODPROJECT_H_. 
This is macro _SFXFMODVOICE_H_. 
This is macro _SFXINTERNAL_H_. 
This is macro _SFXMEMORYSTREAM_H_. 
This is macro _SFXMODIFIER_H_. 
This is macro _SFXNULLBUFFER_H_. 
This is macro _SFXNULLDEVICE_H_. 
This is macro _SFXNULLVOICE_H_. 
This is macro _SFXPARAMETER_H_. 
This is macro _SFXPLAYLIST_H_. 
This is macro _SFXPROFILE_H_. 
This is macro _SFXPROVIDER_H_. 
This is macro _SFXRESOURCE_H_. 
This is macro _SFXSOUND_H_. 
This is macro _SFXSOUNDSCAPE_H_. 
This is macro _SFXSOURCE_H_. 
This is macro _SFXSPACE_H_. 
This is macro _SFXSTATE_H_. 
This is macro _SFXSTREAM_H_. 
This is macro _SFXSYSTEM_H_. 
This is macro _SFXTRACK_H_. 
This is macro _SFXTYPES_H_. 
This is macro _SFXVOICE_H_. 
This is macro _SFXVORBISSTREAM_H_. 
This is macro _SFXWAVSTREAM_H_. 
This is macro _SFXWORLD_H_. 
This is macro _SFXXAUDIOBUFFER_H_. 
This is macro _SFXXAUDIODEVICE_H_. 
This is macro _SFXXAUDIOVOICE_H_. 
This is macro _SG_SYSTEM_INTERFACE_H. 
This is macro _SGSCENEPERSIST_H_. 
This is macro _SGUTIL_H_. 
This is macro _SHADER_DEPENDENCY_H_. 
This is macro _SHADERCOMP_GLSL_H_. 
This is macro _SHADERCOMP_H_. 
This is macro _SHADERCOMP_HLSL_H_. 
This is macro _SHADERFEATURE_H_. 
This is macro _SHADERGEN_GLSL_H_. 
This is macro _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_. 
This is macro _SHADERGEN_H_. 
This is macro _SHADERGEN_HLSL_H_. 
This is macro _SHADERGEN_HLSL_SHADERFEATUREHLSL_H_. 
This is macro _SHADERGENVARS_H_. 
This is macro _SHADERMATERIALPARAMETERS_H_. 
This is macro _SHADEROP_H_. 
This is macro _SHADERTDATA_H_. 
This is macro _SHADOW_COMMON_H_. 
This is macro _SHADOWMANAGER_H_. 
This is macro _SHADOWMAPMANAGER_H_. 
This is macro _SHADOWMAPPASS_H_. 
This is macro _SHADOWMATHOOK_H_. 
This is macro _SHADOWVOLUMEBSP_H_. 
This is macro _SHAPEBASE_H_. 
This is macro _SHAPEREPLICATOR_H_. 
This is macro _SIM_H_. 
This is macro _SIMBASE_H_. 
This is macro _SIMCOMPONENT_H_. 
This is macro _SIMDATABLOCK_H_. 
This is macro _SIMDICTIONARY_H_. 
This is macro _SIMEVENTS_H_. 
This is macro _SIMFIELDDICTIONARY_H_. 
This is macro _SIMOBJECT_H_. 
This is macro _SIMOBJECTLIST_H_. 
This is macro _SIMOBJECTREF_H_. 
This is macro _SIMPATH_H_. 
This is macro _SIMPERSISTID_H_. 
This is macro _SIMPERSISTSET_H_. 
This is macro _SIMPLECOMPONENT_H_. 
This is macro _SIMSET_H_. 
This is macro _SINGLELIGHTSHADOWMAP_H_. 
This is macro _SKYBOX_H_. 
This is macro _snprintf_s. 
This is macro _SPHEREMESH_H_. 
This is macro _SPLASH_H_. 
This is macro _SPOTLIGHT_H_. 
This is macro _STATICSHAPE_H_. 
This is macro _STREAM_H_. 
This is macro _STREAMOBJECT_H_. 
This is macro _STRING_VALUE_LOOKUP_FXN. 
This is macro _STRINGBUFFER_H_. 
This is macro _STRINGFUNCTIONS_H_. 
This is macro _STRINGSTACK_H_. 
This is macro _STRINGTABLE_H_. 
This is macro _STRINGUNIT_H_. 
This is macro _SUN_H_. 
This is macro _SWIZZLE_H_. 
This is macro _SWIZZLESPEC_H_. 
This is macro _T3D_PHYSICS_BTBODY_H_. 
This is macro _T3D_PHYSICS_BTCOLLISION_H_. 
This is macro _T3D_PHYSICS_BTDEBUGDRAW_H_. 
This is macro _T3D_PHYSICS_BTPLUGIN_H_. 
This is macro _T3D_PHYSICS_PHYSICSBODY_H_. 
This is macro _T3D_PHYSICS_PHYSICSCOLLISION_H_. 
This is macro _T3D_PHYSICS_PHYSICSFORCE_H_. 
This is macro _T3D_PHYSICS_PHYSICSOBJECT_H_. 
This is macro _T3D_PHYSICS_PHYSICSPLAYER_H_. 
This is macro _T3D_PHYSICS_PHYSICSPLUGIN_H_. 
This is macro _T3D_PHYSICS_PHYSICSWORLD_H_. 
This is macro _T3D_PHYSICS_PXBODY_H_. 
This is macro _T3D_PHYSICS_PXCOLLISION_H_. 
This is macro _T3D_PHYSICS_PXPLUGIN_H_. 
This is macro _T3D_PHYSICS_PXSTREAM_H_. 
This is macro _T3D_PHYSICSCOMMON_H_. 
This is macro _T3DSCENECLIENT_H_. 
This is macro _T3DSCENECOMPONENT_H_. 
This is macro _T3DTRANSFORM_H_. 
This is macro _TAGDICTIONARY_H_. 
This is macro _TALGORITHM_H_. 
This is macro _TCPOBJECT_H_. 
This is macro _tcscat_s. 
This is macro _TDICTIONARY_H_. 
This is macro _TELNETCONSOLE_H_. 
This is macro _TELNETDEBUGGER_H_. 
This is macro _TEMPALLOC_H_. 
This is macro _TERRAINACTIONS_H_. 
This is macro _TERRAINEDITOR_H_. 
This is macro _TERRCELL_H_. 
This is macro _TERRCELLMATERIAL_H_. 
This is macro _TERRCOLL_H_. 
This is macro _TERRDATA_H_. 
This is macro _TERRFEATUREGLSL_H_. 
This is macro _TERRFEATUREHLSL_H_. 
This is macro _TERRFEATURETYPES_H_. 
This is macro _TERRFILE_H_. 
This is macro _TERRMATERIAL_H_. 
This is macro _TERRRENDER_H_. 
This is macro _TEXTARGETBIN_MGR_H_. 
This is macro _TFACTORY_H_. 
This is macro _TFIXEDSIZEDEQUE_H_. 
This is macro _TFIXEDSIZEVECTOR_H_. 
This is macro _THEORATEXTURE_H_. 
This is macro _THEORATEXTUREOBJECT_H_. 
This is macro _THREADPOOL_H_. 
This is macro _THREADPOOLASYNCIO_H_. 
This is macro _THREADSAFEDEQUE_H_. 
This is macro _THREADSAFEFREELIST_H_. 
This is macro _THREADSAFEPRIORITYQUEUE_H_. 
This is macro _THREADSAFEREFCOUNT_H_. 
This is macro _TICKCACHE_H_. 
This is macro _TIMECLASS_H_. 
This is macro _TIMEOFDAY_H_. 
This is macro _TIMESOURCE_H_. 
This is macro _TOKENIZER_H_. 
@defgroup preprocess_helpers Preprocessor Helpers These are some handy preprocessor macros to simplify certain tasks, like preprocessor concatenation that works properly with __LINE__. 
This is macro _TORQUE_CORE_UTIL_NAMEDSINGLETON_H_. 
This is macro _TORQUE_CORE_UTIL_SAFECAST_H_. 
This is macro _TORQUE_LIST_. 
This is macro _TORQUE_MACWINDOW_H_. 
This is macro _TORQUE_PLATFORM_PLATFORMCPUCOUNT_H_. 
This is macro _TORQUE_PLATFORM_PLATFORMINTRINSICS_GCC_H_. 
This is macro _TORQUE_PLATFORM_PLATFORMINTRINSICS_VISUALC_H_. 
This is macro _TORQUE_PLATFORM_PLATFORMMEMORY_H_. 
This is macro _TORQUE_RECAST_H_. 
This is macro _TORQUE_SAFEDELETE_H_. 
This is macro _TORQUE_STRING_H_. 
This is macro _TORQUE_T3D_GROUNDPLANE_H_. 
This is macro _TORQUE_TYPES_H_. 
This is macro _TORQUE_UUID_H_. 
This is macro _TORQUETHREADSTATIC_H_. 
Notice: Some of this code originates from an article in AI Game Programming Wisdom by Dave Mark. 
This is macro _TRI_LIST_OPT_H_. 
AABB-triangle overlap test code originally by Tomas Akenine-Möller Assisted by Pierre Terdiman and David Hunt http://www.cs.lth.se/home/Tomas_Akenine_Moller/code/ Ported to TSE by BJG, 2005-4-14 Modified to avoid a lot of copying by ASM, 2007-9-28 
Ray to triangle intersection test code originally by Tomas Akenine-Möller and Ben Trumbore. http://www.cs.lth.se/home/Tomas_Akenine_Moller/code/ Ported to TGE by DAW, 2005-7-15 
This is macro _TSDECAL_H_. 
This is macro _TSELECTION_H_. 
This is macro _TSFORESTCELLBATCH_H_. 
This is macro _TSFORESTITEMDATA_H_. 
This is macro _TSIGNAL_H_. 
This is macro _TSIMPLEHASHTABLE_H. 
This is macro _TSINGLETON_H_. 
This is macro _TSINTEGERSET_H_. 
This is macro _TSLASTDETAIL_H_. 
This is macro _TSMATERIALLIST_H_. 
This is macro _TSMESH_H_. 
This is macro _TSMESHINTRINSICS_ARCH_H_. 
This is macro _TSMESHINTRINSICS_H_. 
This is macro _TSPARSEARRAY_H_. 
This is macro _TSPARTINSTANCE_H_. 
This is macro _TSRENDERDATA_H_. 
This is macro _TSSHAPE_H_. 
This is macro _TSSHAPE_LOADER_H_. 
This is macro _TSSHAPEALLOC_H_. 
This is macro _TSSHAPECONSTRUCT_H_. 
This is macro _TSSHAPEINSTANCE_H_. 
This is macro _TSSORTEDMESH_H_. 
This is macro _TSSTATIC_H_. 
This is macro _TSTRANSFORM_H_. 
This is macro _TSTREAM_H_. 
This is macro _TUNMANAGEDVECTOR_H_. 
This is macro _TURRETSHAPE_H_. 
This is macro _TVECTOR_H_. 
This is macro _TVECTORSPEC_H_. 
This is macro _TYPES_PPC_H_. 
This is macro _TYPESGCC_H. 
This is macro _TYPESLINUX_H_. 
This is macro _TYPESPOSIX_H_. 
This is macro _TYPESPPC_H_. 
This is macro _TYPESWIN32_H_. 
This is macro _TYPESX86UNIX_H_. 
This is macro _TYPESXENON_H_. 
This is macro _TYPETRAITS_H_. 
This is macro _TYPEVALIDATORS_H_. 
This is macro _UNDO_H_. 
This is macro _UNICODE_H_. 
This is macro _UNIT_TESTING_H_. 
This is macro _UTIL_DELEGATE_H_. 
This is macro _UTIL_FPSTRACKER_H_. 
This is macro _UTIL_IOHELPER_H_. 
This is macro _UTIL_JOURNAL_JOURNAL_H_. 
This is macro _UTIL_JOURNAL_PROCESS_H_. 
This is macro _UTIL_RETURNTYPE_H_. 
This is macro _VEHICLE_H_. 
This is macro _VEHICLEBLOCKER_H_. 
This is macro _VERSION_H_. 
This is macro _VERTEXPOLYLIST_H_. 
This is macro _VIDEOCAPTURE_H_. 
This is macro _VOLUME_H_. 
_W64 
Define _W64 macros to mark types changing their size, like intptr_t
This is macro _WATERBLOCK_H_. 
This is macro _WATEROBJECT_H_. 
This is macro _WATERPLANE_H_. 
This is macro _WHEELEDVEHICLE_H_. 
This is macro _WIN32_CURSORCONTROLLER_H_. 
 
This is a fix for mouse wheel support on older versions of VC++. 
This is macro _Win32LogPOVInput. 
This is macro _WINCONSOLE_H_. 
This is macro _WINDEMITTER_H_. 
This is macro _WINDINPUTDEVICE_H_. 
This is macro _WINDIRECTINPUT_H_. 
This is macro _WINDOW_INPUTGENERATOR_H_. 
This is macro _WINDOWMANAGER_PLATFORMWINDOW_H_. 
This is macro _WINDOWMANAGER_SDL_WINDOW_. 
This is macro _WINDOWMANAGER_SDL_WINDOWMANAGER_. 
This is macro _WINDOWMANAGER_WIN32_WIN32WINDOW_. 
This is macro _WINDOWMANAGER_WIN32_WIN32WINDOWMANAGER_. 
This is macro _WINDOWMANAGER_WIN32_WINDISPATCH_H_. 
This is macro _WINFONT_H_. 
This is macro _WINVOLUME_H_. 
This is macro _WMI_CARDINFO_H_. 
This is macro _WORLDEDITOR_H_. 
This is macro _WORLDEDITORSELECTION_H_. 
This is macro _X86UNIX_GL_TYPES_H_. 
Needed by createFont 
This is macro _X86UNIXINPUTMANAGER_H_. 
This is macro _X86UNIXMESSAGEBOX_H_. 
This is macro _X86UNIXOGLVIDEO_H_. 
This is macro _X86UNIXSTDCONSOLE_H_. 
This is macro _X86UNIXUTILS_H_. 
Console implementation of STL map. 
This is macro _ZIPARCHIVE_H_. 
This is macro _ZIPCRYPTSTREAM_H_. 
This is macro _ZIPOBJECT_H_. 
[tom, 1/29/2007] ZipStatFilter allows us to track CRC and uncompressed size on the fly. This is necessary when dealing with compressed files as the CRC must be of the uncompressed data.
The alternative would be to compress the files when updating the zip file, but this could potentially cause ZipArchive::closeArchive() to take a long time to complete. With compression done on the fly the time consuming code is pushed out to when writing to files, which is significantly easier to do asynchronously. 
This is macro _ZIPSUBSTREAM_H_. 
This is macro _ZIPTEMPSTREAM_H_. 
This is macro _ZIPTEST_H_. 
This is macro _ZONE_H_. 
inlined version here. 
if we set our flag, we always try to build the inlined asm. EXCEPT if we're in an old version of Codewarrior that can't handle SSE code. 
This macro just hides the name of the auto-created ChangeSet::Command from above, so we are free to change the implementation later if needed 
This is macro AddInputVirtualMap. 
This is macro addNamedField. 
This is macro addNamedFieldV. 
Used to define a function which will be called right after the named module is initialized.
@code AFTER_MODULE_INIT( Sim ) { Con::addVariable( "$myBool", TypeBool, &smMyBool ); } @endcode 
This is macro AL_EXT_FUNCTION. 
declare OpenAL functions 
Declare the OpenAL and Extension Function pointers And initialize them to the stub functions 
This is macro AL_NO_PROTOTYPES. 
This is macro AL_SANITY_CHECK. 
This is macro ALAPIENTRY. 
This is macro ALCAPIENTRY. 
This is macro ALCchar. 
AL 1.0 did not define the ALchar and ALCchar types, so define them here if they don't exist 
This is macro ALDEVICELIST_H. 
read a vector of simple types -- append to any existing data 
read a vector of structs -- append to any existing data 
This is macro APPLE. 
This is macro AREA_ANIMATION_ARC. 
asm 
This is macro asm. 
! Assert that the statement x is true, otherwise halt.
If the statement x is true, continue processing.
If the statement x is false, log the file and line where the assert occured, the message y and displaying a dialog containing the message y. The user then has the option to halt or continue causing the debugger to break.
These asserts are only present in DEBUG builds.
This assert is very useful for verifying data as well as function entry and exit conditions. 
! Assert (In Shipping Version) that the statement x is true, otherwise halt.
If the statement x is true, continue processing.
If the statement x is false, log the file and line where the assert occurred, the message y and exit the program displaying a dialog containing the message y. These asserts are present in both OPTIMIZED and DEBUG builds.
This assert should only be used for rare conditions where the application cannot continue execution without seg-faulting and you want to display a nice exit message. 
! Assert that the statement x is true, and continue processing.
If the statment x is true, continue processing.
If the statement x is false, log the file and line where the assert occured, the message y and continue processing.
These asserts are only present in DEBUG builds. 
ATTS 
TORQUE_ENABLE_THREAD_STATIC_METRICS 
Regular access macro 
X-tests 
This is macro AXISTEST_X2. 
Y-tests 
This is macro AXISTEST_Y1. 
This is macro AXISTEST_Z0. 
Z-tests 
Enter a start condition. This macro really ought to take a parameter,
  • but we do it the disgusting crufty way forced on us by the ()-less
  • definition of BEGIN.
 
This is macro BI_BITFIELDS. 
constants for the biCompression field 
This is macro BI_RLE4. 
This is macro BI_RLE8. 
BIT 
< Returns value with bit x set (2^x) 
This is macro BLEND_TEX_SIZE. 
BLM 
This is macro BLM. 
Nothing 
This is macro BYTESWAP. 
This is macro CameraRadius. 
This is macro CATTS. 
Const access macro 
Check that the given index is valid (0 - max-1). If not, generate an error and return. 
This is macro CHRCONST. 
This is macro CLAMPPOS. 
This is macro CLAMPROT. 
 
This is macro CLIPPEDPOLYLIST_FLAG_ALLOWCLIPPING. 
This is macro closesocket. 
This is macro conmethod_nullify. 
This is macro conmethod_return_bool. 
O hackery of hackeries 
This is macro conmethod_return_F32. 
This is macro conmethod_return_S32. 
This is macro conmethod_return_void. 
Add a fragment of auto-doc text to the console API reference. @note There can only be one ConsoleDoc per source file
Add an auto-doc for a class. 
These are identical to what's above, we just want to null out the usage strings. 
These do nothing if we don't want doc information. 
This is macro ConsoleFunctionGroupEnd. 
This is macro ConsoleGetType. 
This is macro ConsoleMethod. 
This is macro ConsoleMethodGroupBegin. 
This is macro ConsoleMethodGroupEnd. 
Console method macros 
This is macro ConsolePrepType. 
This is macro ConsoleProcessData. 
This is macro ConsoleSetType. 
This is macro ConsoleStaticMethod. 
This is macro ConsoleToolFunction. 
This is macro ConsoleType. 
This is macro const. 
This is macro CONST_E. 
This is macro ControlRequestTime. 
Helper macro to create Collada elements 
This is macro CROSS. 
This is macro CSIDL_PROFILE. 
Typedefs 
The dALIGN macro ensures the passed declaration is data aligned at 16 byte boundaries. 
This is macro dALIGN_BEGIN. 
Helper macro 
define DEBUG_NET 
define DEBUG_SPEW 
This is macro DebugChecksum. 
Declare an abstract class @a type derived from the class @a super.
@code class MyClass : public EngineObject { DECLARE_ABSTRACT_CLASS( MyClass, EngineObject ); }; @endcode
@param type C++ class type. @param super C++ class type of the superclass. May be void only for EngineObject.
@see IMPLEMENT_NONINSTANTIABLE_CLASS 
 
 
Define a method that calls back into the control layer.
@see IMPLEMENT_CALLBACK 
This is macro DECLARE_CATEGORY. 
Declare a concrete class @a type derived from the class @a super. Whether the class can be instantiated by the control layer depends on its instantiability.
@code class MyClass : public EngineObject { DECLARE_CLASS( MyClass, EngineObject ); }; @endcode
@param type C++ class type. @param super C++ class type of the superclass. May be void only for EngineObject.
@see IMPLEMENT_CLASS @see IMPLEMENT_NONINSTANTIABLE_CLASS 
name ConsoleObject Macros 
This is macro DECLARE_DESCRIPTION. 
Declare a class for which the object's may be forcefully disposed of by the engine. In essense, this means that such objects can only be weak-referenced from within the control layer as their lifetime is ultimately controlled by the engine. This is used for all resource type objects that are owned by their devices.
An alternative to disposable types would be to shield the control layer from direct access to these objects and rather expose only intermediary objects. However, at some point this just gets crazy. The control layer wraps around engine objects that wrap around internal objects. The internal... more 
 
Assign the current class and all its subclasses to the given export scope. May be overridden by subclasses.
@code class MyClass : public EngineObject { DECLARE_CLASS( MyClass, EngineObject ); DECLARE_INSCOPE( MyAPI ); }; @endcode 
Declare that this class and all its subclasses can be instantiated through the API using their respective create() functions.
May be overridden by subclasses.
@code class MyClass : public EngineObject { DECLARE_CLASS( MyClass, EngineObject ); DECLARE_INSTANTIABLE; }; @endcode 
Declare that this class and all its subclasses cannot be instantiated through the API, i.e. objects of these classes can only be created inside the engine.
@code class MyClass : public EngineObject { DECLARE_CLASS( MyClass, EngineObject ); DECLARE_NONINSTANTIABLE; }; @endcode 
@defgroup stream_overload Primitive Type Stream Operation Overloads These macros declare the read and write functions for all primitive types. 
This is macro DECLARE_OVERLOADED_WRITE. 
 
 
 
 
Declare that the current class (and any of its descendents) can only have a single instance.
@code class MySingletonClass : public EngineObject { DECLARE_CLASS( MySingletonClass, EngineObject ); DECLARE_SINGLETON; }; @endcode
@note At the moment, DECLARE_SINGLETON disallows the use of custom create methods on the same class. 
Declare a static class, i.e. a class which only acts as an export scope. Static classes cannot be instantiated, neither through the API nor inside the engine (at least in a form that would be usable within the API).
@code class MyFunctions { DECLARE_STATIC_CLASS( MyFunctions ); };
IMPLEMENT_STATIC_CLASS( MyFunctions,, "doc" );
DefineStaticEngineMethod( MyFunctions, doSomething, void, (),, "" ) { // ... } @endcode
@param type The C++ class type.
@see IMPLEMENT_STATIC_CLASS 
 
 
 
This is macro DeclareNamedGroup. 
@defgroup simbase_helpermacros Helper Macros
These are used for named sets and groups in the manager. 
Many versions of min and max 
This is macro decRequestCount16. 
This is macro DEFAULT_MOTION_UNIT. 
This is macro DEFAULT_RIFT_UNIT. 
This is macro DEFAULT_UNKNOWN_STOCK_COLOR_NAME. 
Password to use when opening encrypted zip files. Change this to whatever the password is for your zips. 
Due to the given argument types and return type being directly used as is, it is not possible to use this macro with engine types that have more complex value passing semantics (like e.g. String). Use engineAPI in this case.
@note The method of defining functions exposed by this macro is very low-level. To more conveniently define API functions and methods, use the facilities provided in engineAPI.h.
@see engineAPI.h 
Not all control layers may be able to access data variables in a DLL so this macro exposes both the variable and a set_XXX function to set the variable programmatically. 
Define a custom create function for this class and its subclasses. Create functions are used to create new instances of class types. This code will be called by the automatically generated "createXXX" functions exported through the API.
The type of class being created is available to the code as the type parameter "T" which is guaranteed to be a subtype of the current class type.
@code class MyClass : public EngineObject { DECLARE_CLASS( MyClass, EngineObject ); protected: DEFINE_CREATE_METHOD { T* object = new T(); object->incRefCount(); object->_registerObject(); return object; } virtual void _registerObject(); }; @endcode
@note... more 
Default Scan/print definition 
This is macro DEFINE_PROPERTY_DEFAULT_SCAN. 
This is macro DefineBitfieldType. 
This is macro DefineBitfieldType_R. 
Convenience macros to allow defining functions that use the new marshalling features while being only visible in the console interop. When we drop the console system, these macros can be removed and all definitions that make use of them can be removed as well. 
This is macro DefineConsoleMethod. 
This is macro DefineConsoleStaticMethod. 
name Console Type Macros 
Define a call-in point for calling into the engine.
@param name The name of the function as it should be seen by the control layer. @param returnType The value type returned to the control layer. @param args The argument list as it would appear on the function definition @param defaultArgs The list of default argument values. @param usage The usage doc string for the engine API reference.
@code DefineEngineFunction( myFunction, int, ( float f, const String& s ), ( "value for s" ), "This is my function." ) { return int( f )... more 
Define a call-in point for calling a method on an engine object.
@param name The name of the C++ class. @param name The name of the method as it should be seen by the control layer. @param returnType The value type returned to the control layer. @param args The argument list as it would appear on the function definition @param defaultArgs The list of default argument values. @param usage The usage doc string for the engine API reference.
@code DefineEngineMethod( MyClass, myMethod, int, ( float f, const String& s ), ( "value... more 
Define a call-in point for calling into the engine. Unlike with DefineEngineFunction, the statically callable function will be confined to the namespace of the given class.
@param name The name of the C++ class (or a registered export scope). @param name The name of the method as it should be seen by the control layer. @param returnType The value type returned to the control layer. @param args The argument list as it would appear on the function definition @param defaultArgs The list of default argument values. @param usage The usage doc string for... more 
This is macro DefineEnumType. 
This is macro DefineEnumType_R. 
The following three macros are only temporary. They allow to define engineAPI functions using the framework here in this file while being visible only in the new API. When the console interop is removed, these macros can be removed and all their uses be replaced with their corresponding versions that now still include support for the console (e.g. DefineNewEngineFunction should become DefineEngineFunction). 
This is macro DefineNewEngineMethod. 
This is macro DefineNewEngineStaticMethod. 
This macro simplifies the definition of a TSShapeConstructor API method. It wraps the actual EngineMethod definition and automatically calls the real class method. It also creates a ChangeSet::Comand (with all arguments stored as strings). The one drawback is that it includes the open brace for the real class method, so to keep the code looking mostly normal, such methods start with another open brace, and end with a double closing brace. Not perfect, but a lot better than having to type out the argument list multiple times for the 50 odd API functions. 
This is macro DefineUnmappedConsoleType. 
@def Delegate The macro which abstracts the details of the delegate implementation. 
DEV 
This is macro DEV. 
This is macro DIRECTINPUT_VERSION. 
define TORQUE_LOCBUILD 
for Display, Window and other X mojo 
is keyboard input a standard (non-changing) VK keycode 
Declare TorqueThreadStatic, and initialize it's value
This macro would be used in a .cpp file to declare a ThreadStatic 
DLLs use the standard calling convention 
Export functions from the DLL 
This is macro DLL_EXPORT_CALL. 
This is macro DLL_IMPORT_CALL. 
This is macro dMalloc. 
This is macro DOCBLOCK. 
DOT 
This is macro DOT. 
This is macro dRealloc. 
Typedefs 
non-standard string functions [defined in stringFunctions.cpp 
dT 
Unicode string conversions UNICODE is a windows platform API switching flag. Don't define it on other platforms. 
This is macro DTS_EXPORTER_CURRENT_VERSION. 
Dump shape structure: 
This is macro DWORD. 
This is macro DXGetErrorDescriptionA. 
This is macro DXGetErrorStringA. 
This is macro EACH_PAIR. 
This is macro EACH_STRING. 
This is macro EINPROGRESS. 
We enable the debug drawer for non-shipping builds.... you better be using shipping builds for your final release. 
 
 
 
 
This is macro END_PROPERTY_TABLE. 
This is macro EndImplementBitfieldType. 
This is macro EndImplementEnumType. 
This is macro EOB_ACT_CONTINUE_SCAN. 
This is macro EOB_ACT_END_OF_FILE. 
This is macro EOB_ACT_LAST_MATCH. 
This is macro EPSILON. 
 
Test quaternions for equality by expecting the angle between them to be close to 0. 
F1 
define F1(x, y, z) (x & y | ~x & z) 
F2 
This is macro F2. 
F3 
This is macro F3. 
F4 
This is macro F4. 
This is macro FANG2IANG. 
It works on Metrowerks MWCC 3.2.2. From boost.Config it should work on earlier ones too. 
Workaround GCC bug #8271 At present, GCC doesn't recognize constness of MFPs in templates 
This is macro FASTDELEGATE_H. 
Uncomment the following #define for optimally-sized delegates. In this case, the generated asm code is almost identical to the code you'd get if the compiler had native support for delegates. It will not work on systems where sizeof(dataptr) < sizeof(codeptr). Thus, it will not work for DOS compilers using the medium model. It will also probably fail on some DSP systems. 
CodePlay doesn't have the __single/multi/virtual_inheritance keywords 
Compiler identification. It's not easy to identify Visual C++ because many vendors fraudulently define Microsoft's identifiers. 
Does the compiler uses Microsoft's member function pointer structure? If so, it needs special treatment. Metrowerks CodeWarrior, Intel, and CodePlay fraudulently define Microsoft's identifier, _MSC_VER. We need to filter Metrowerks out. 
disable this ridiculous warning 
Helper for accessing the feature manager singleton. 
Artificial offset to avoid compiler warnings. 
Artificial offset to avoid compiler warnings. 
Artificial offset to avoid compiler warnings. 
This is macro FINDMINMAX. 
This is macro FixedToInt. 
Convenience to define a test fixture with a Fixture suffix for use with TEST_FIX
Deal with debuggability of FLEX. 
Scanner skeleton version:
  • $Header: /home/daffy/u0/vern/flex/RCS/flex.skl,v 2.85 95/04/24 10:48:47 vern Exp $
 
This is macro FLTCONST. 
This is macro FMOD_EVENT_FUNCTION. 
This is macro FMOD_FN_FILE. 
Typedefs 
This is macro FModAssert. 
< Calling convention 
This is macro FN_HYDRA. 
for 
< Hack to work around Microsoft VC's non-C++ compliance on variable scoping 
This is macro FOURCC_DXT1. 
This is macro FOURCC_DXT2. 
This is macro FOURCC_DXT3. 
This is macro FOURCC_DXT4. 
This is macro FOURCC_DXT5. 
FrameTemp specializations for types with no constructor/destructor 
This #define is used by the FrameAllocator to align starting addresses to be byte aligned to this value. This is important on the 360 and possibly on other platforms as well. Use this #define anywhere alignment is needed. 
This is macro FXFOLIAGE_ALPHA_EPSILON. 
This is macro FXFOLIAGEREPLICATOR_COLLISION_MASK. 
This is macro FXFOLIAGEREPLICATOR_NOWATER_COLLISION_MASK. 
This is macro FXREPLICATOR_COLLISION_MASK. 
This is macro FXREPLICATOR_NOWATER_COLLISION_MASK. 
This is macro GameString. 
Do a mesh lookup 
Do a node lookup and allow the root node name ("") 
Do a node lookup, root node ("") is not allowed 
Do an object lookup 
Do a sequence lookup 
This is macro getDrawType. 
This is macro GETHWND. 
GFX 
Global macro 
This is macro GFX_DeclareTextureProfile. 
This is macro GFX_GL_STATE_CACHE. 
This is macro GFX_GL_VERTEX_ATTRIB_LOCATION_H. 
This is macro GFX_GL_VERTEX_DECL. 
This is macro GFX_ImplementTextureProfile. 
 
This is macro GFX_STRING_ASSIGN_MACRO_EX. 
This is macro GFX_TORQUE_WGL_H. 
This is macro GFX_TORQUE_XGL_H. 
This is macro GFX_UNINIT_VAL. 
These are for the enum translation. It will help with porting to other platforms and API's. 
On the Xbox360 we want we want to be sure that verts are on aligned boundariess. 
This is macro GFXAssertFatal. 
This is macro GFXCOLORWRITEENABLE_ALPHA. 
This is macro GFXCOLORWRITEENABLE_BLUE. 
This is macro GFXCOLORWRITEENABLE_GREEN. 
This is macro GFXCOLORWRITEENABLE_RED. 
This is macro GFXD3DX. 
This is macro GFXDEBUGEVENT_END. 
This is macro GFXDEBUGEVENT_MARKER. 
Will add start/end GFX debug events around the current scope.
@param name The unquoted name for the event. @param color A ColorI to associate with the event. 
This is macro GFXDEBUGEVENT_SCOPE_EX. 
These are disabled in shipping builds or maybe you forgot to include "platform/platform.h" first? 
The vertex format declaration which is usally placed in your header file. It should be used in conjunction with the implementation macro.
@param name The name for the vertex structure.
@code
// A simple vertex format declaration. GFXDeclareVertexFormat( GFXVertexPCT ) { Point3F pos; GFXVertexColor color; Point2F texCoord; }
@endcode
@see GFXImplementVertexFormat 
This is macro GFXGL. 
The vertex format implementation which is usally placed in your source file. It should be used in conjunction with the declaration macro.
@param name The name of the vertex structure.
@code
// A simple vertex format implementation. GFXImplementVertexFormat( GFXVertexPCT ) { addElement( "POSITION", GFXDeclType_Float3 ); addElement( "COLOR", GFXDeclType_Color ); addElement( "TEXCOORD", GFXDeclType_Float2, 0 ); }
@endcode
@see GFXDeclareVertexFormat 
This is macro GFXREVERSE_LOOKUP. 
This is macro GFXVERTEXFLAG_F32. 
This is macro GFXVERTEXFLAG_POINT2F. 
This is macro GFXVERTEXFLAG_POINT3F. 
This is macro GFXVERTEXFLAG_POINT4F. 
This is macro GFXVERTEXFLAG_TEXCOORD_F32. 
This is macro GFXVERTEXFLAG_TEXCOORD_POINT2F. 
This is macro GFXVERTEXFLAG_TEXCOORD_POINT3F. 
This is macro GFXVERTEXFLAG_TEXCOORD_POINT4F. 
This is macro gglHasExtension. 
This is macro gglHasWExtension. 
This is macro gglHasXExtension. 
This is macro GL_2_BYTES. 
Feedback 
This is macro GL_3_BYTES. 
This is macro GL_3D. 
This is macro GL_3D_COLOR. 
This is macro GL_3D_COLOR_TEXTURE. 
This is macro GL_4_BYTES. 
This is macro GL_4D_COLOR_TEXTURE. 
This is macro GL_ACCUM. 
This is macro GL_ACCUM_ALPHA_BITS. 
This is macro GL_ACCUM_BLUE_BITS. 
This is macro GL_ACCUM_BUFFER_BIT. 
This is macro GL_ACCUM_CLEAR_VALUE. 
This is macro GL_ACCUM_GREEN_BITS. 
Accumulation buffer 
This is macro GL_ACTIVE_TEXTURE_ARB. 
This is macro GL_ADD. 
This is macro GL_ADD_SIGNED. 
This is macro GL_ADD_SIGNED_EXT. 
This is macro GL_ALIASED_LINE_WIDTH_RANGE. 
This is macro GL_ALIASED_POINT_SIZE_RANGE. 
This is macro GL_ALL_ATTRIB_BITS. 
This is macro GL_ALL_CLIENT_ATTRIB_BITS. 
This is macro GL_ALPHA. 
This is macro GL_ALPHA_BIAS. 
This is macro GL_ALPHA_BITS. 
This is macro GL_ALPHA_SCALE. 
Alpha testing 
This is macro GL_ALPHA_TEST_FUNC. 
This is macro GL_ALPHA_TEST_REF. 
This is macro GL_ALPHA12. 
This is macro GL_ALPHA16. 
Internal texture formats (GL 1.1) 
This is macro GL_ALPHA8. 
This is macro GL_ALWAYS. 
This is macro GL_AMBIENT. 
This is macro GL_AMBIENT_AND_DIFFUSE. 
This is macro GL_AND. 
This is macro GL_AND_INVERTED. 
This is macro GL_AND_REVERSE. 
Gets 
Evaluators 
This is macro GL_AUX_BUFFERS. 
This is macro GL_AUX0. 
This is macro GL_AUX1. 
This is macro GL_AUX2. 
This is macro GL_AUX3. 
This is macro GL_BACK. 
This is macro GL_BACK_LEFT. 
This is macro GL_BACK_RIGHT. 
This is macro GL_BGR. 
This is macro GL_BGRA. 
This is macro GL_BITMAP. 
This is macro GL_BITMAP_TOKEN. 
Blending 
This is macro GL_BLEND_COLOR. 
This is macro GL_BLEND_DST. 
GL_EXT_blend_color, GL_EXT_blend_minmax 
This is macro GL_BLEND_SRC. 
This is macro GL_BLUE. 
This is macro GL_BLUE_BIAS. 
This is macro GL_BLUE_BITS. 
This is macro GL_BLUE_SCALE. 
Data types 
This is macro GL_C3F_V3F. 
This is macro GL_C4F_N3F_V3F. 
This is macro GL_C4UB_V2F. 
This is macro GL_C4UB_V3F. 
This is macro GL_CCW. 
This is macro GL_CIRCULAR_VOLATILE_BUFFER_H. 
This is macro GL_CLAMP. 
This is macro GL_CLAMP_TO_EDGE. 
This is macro GL_CLAMP_TO_EDGE_EXT. 
This is macro GL_CLEAR. 
This is macro GL_CLIENT_ACTIVE_TEXTURE_ARB. 
This is macro GL_CLIENT_ATTRIB_STACK_DEPTH. 
This is macro GL_CLIENT_PIXEL_STORE_BIT. 
This is macro GL_CLIENT_VERTEX_ARRAY_BIT. 
User clipping planes 
This is macro GL_CLIP_PLANE1. 
This is macro GL_CLIP_PLANE2. 
This is macro GL_CLIP_PLANE3. 
This is macro GL_CLIP_PLANE4. 
This is macro GL_CLIP_PLANE5. 
This is macro GL_COEFF. 
This is macro GL_COLOR. 
This is macro GL_COLOR_ARRAY. 
This is macro GL_COLOR_ARRAY_POINTER. 
This is macro GL_COLOR_ARRAY_SIZE. 
This is macro GL_COLOR_ARRAY_STRIDE. 
This is macro GL_COLOR_ARRAY_TYPE. 
This is macro GL_COLOR_BUFFER_BIT. 
This is macro GL_COLOR_CLEAR_VALUE. 
This is macro GL_COLOR_INDEX. 
This is macro GL_COLOR_INDEX1_EXT. 
This is macro GL_COLOR_INDEX12_EXT. 
This is macro GL_COLOR_INDEX16_EXT. 
This is macro GL_COLOR_INDEX2_EXT. 
This is macro GL_COLOR_INDEX4_EXT. 
This is macro GL_COLOR_INDEX8_EXT. 
This is macro GL_COLOR_INDEXES. 
This is macro GL_COLOR_LOGIC_OP. 
This is macro GL_COLOR_MATERIAL. 
This is macro GL_COLOR_MATERIAL_FACE. 
This is macro GL_COLOR_MATERIAL_PARAMETER. 
GL_SGI_color_matrix 
This is macro GL_COLOR_MATRIX_STACK_DEPTH. 
  • OpenGL 1.2 imaging subset (NOT IMPLEMENTED BY MESA)

GL_EXT_color_table 
This is macro GL_COLOR_TABLE_ALPHA_SIZE. 
This is macro GL_COLOR_TABLE_BIAS. 
This is macro GL_COLOR_TABLE_BLUE_SIZE. 
This is macro GL_COLOR_TABLE_FORMAT. 
This is macro GL_COLOR_TABLE_GREEN_SIZE. 
This is macro GL_COLOR_TABLE_INTENSITY_SIZE. 
This is macro GL_COLOR_TABLE_LUMINANCE_SIZE. 
This is macro GL_COLOR_TABLE_RED_SIZE. 
This is macro GL_COLOR_TABLE_SCALE. 
This is macro GL_COLOR_TABLE_WIDTH. 
This is macro GL_COLOR_WRITEMASK. 
This is macro GL_COMBINE. 
This is macro GL_COMBINE_ALPHA. 
This is macro GL_COMBINE_ALPHA_EXT. 
This is macro GL_COMBINE_EXT. 
This is macro GL_COMBINE_RGB. 
This is macro GL_COMBINE_RGB_EXT. 
Display Lists 
This is macro GL_COMPILE_AND_EXECUTE. 
This is macro GL_COMPRESSED_ALPHA_ARB. 
This is macro GL_COMPRESSED_INTENSITY_ARB. 
This is macro GL_COMPRESSED_LUMINANCE_ALPHA_ARB. 
This is macro GL_COMPRESSED_LUMINANCE_ARB. 
This is macro GL_COMPRESSED_RGB_ARB. 
This is macro GL_COMPRESSED_RGBA_ARB. 
This is macro GL_COMPRESSED_TEXTURE_FORMATS_ARB. 
This is macro GL_CONSTANT. 
This is macro GL_CONSTANT_ALPHA. 
This is macro GL_CONSTANT_ATTENUATION. 
This is macro GL_CONSTANT_BORDER. 
This is macro GL_CONSTANT_COLOR. 
This is macro GL_CONSTANT_EXT. 
GL_EXT_convolution and GL_HP_convolution_border_modes 
This is macro GL_CONVOLUTION_2D. 
This is macro GL_CONVOLUTION_BORDER_COLOR. 
This is macro GL_CONVOLUTION_BORDER_MODE. 
This is macro GL_CONVOLUTION_FILTER_BIAS. 
This is macro GL_CONVOLUTION_FILTER_SCALE. 
This is macro GL_CONVOLUTION_FORMAT. 
This is macro GL_CONVOLUTION_HEIGHT. 
This is macro GL_CONVOLUTION_WIDTH. 
This is macro GL_COPY. 
This is macro GL_COPY_INVERTED. 
This is macro GL_COPY_PIXEL_TOKEN. 
This is macro GL_CULL_FACE. 
This is macro GL_CULL_FACE_MODE. 
glPush/PopAttrib bits 
This is macro GL_CURRENT_COLOR. 
This is macro GL_CURRENT_FOG_COORDINATE_EXT. 
This is macro GL_CURRENT_INDEX. 
This is macro GL_CURRENT_NORMAL. 
This is macro GL_CURRENT_RASTER_COLOR. 
This is macro GL_CURRENT_RASTER_DISTANCE. 
This is macro GL_CURRENT_RASTER_INDEX. 
This is macro GL_CURRENT_RASTER_POSITION. 
This is macro GL_CURRENT_RASTER_POSITION_VALID. 
This is macro GL_CURRENT_RASTER_TEXTURE_COORDS. 
This is macro GL_CURRENT_TEXTURE_COORDS. 
This is macro GL_CW. 
This is macro GL_DECAL. 
This is macro GL_DECR. 
This is macro GL_DEPTH. 
This is macro GL_DEPTH_BIAS. 
This is macro GL_DEPTH_BITS. 
This is macro GL_DEPTH_BUFFER_BIT. 
This is macro GL_DEPTH_CLEAR_VALUE. 
This is macro GL_DEPTH_COMPONENT. 
This is macro GL_DEPTH_FUNC. 
This is macro GL_DEPTH_RANGE. 
This is macro GL_DEPTH_SCALE. 
This is macro GL_DEPTH_TEST. 
This is macro GL_DEPTH_WRITEMASK. 
This is macro GL_DIFFUSE. 
This is macro GL_DITHER. 
This is macro GL_DOMAIN. 
This is macro GL_DONT_CARE. 
This is macro GL_DOT3_RGB. 
This is macro GL_DOT3_RGBA. 
This is macro GL_DOUBLE. 
This is macro GL_DOUBLEBUFFER. 
This is macro GL_DRAW_BUFFER. 
This is macro GL_DRAW_PIXEL_TOKEN. 
This is macro GL_DST_ALPHA. 
This is macro GL_DST_COLOR. 
This is macro GL_EDGE_FLAG. 
This is macro GL_EDGE_FLAG_ARRAY. 
This is macro GL_EDGE_FLAG_ARRAY_POINTER. 
This is macro GL_EDGE_FLAG_ARRAY_STRIDE. 
This is macro GL_EMISSION. 
This is macro GL_ENABLE_BIT. 
This is macro GL_EQUAL. 
This is macro GL_EQUIV. 
This is macro GL_EVAL_BIT. 
This is macro GL_EXP. 
This is macro GL_EXP2. 
This is macro GL_EXTENSIONS. 
This is macro GL_EYE_LINEAR. 
This is macro GL_EYE_PLANE. 
Boolean values 
This is macro GL_FASTEST. 
Render Mode 
This is macro GL_FEEDBACK_BUFFER_POINTER. 
This is macro GL_FEEDBACK_BUFFER_SIZE. 
This is macro GL_FEEDBACK_BUFFER_TYPE. 
This is macro GL_FILL. 
This is macro GL_FLAT. 
This is macro GL_FLOAT. 
Fog 
This is macro GL_FOG_BIT. 
This is macro GL_FOG_COLOR. 
This is macro GL_FOG_COORDINATE_ARRAY_EXT. 
This is macro GL_FOG_COORDINATE_ARRAY_POINTER_EXT. 
This is macro GL_FOG_COORDINATE_ARRAY_STRIDE_EXT. 
This is macro GL_FOG_COORDINATE_ARRAY_TYPE_EXT. 
This is macro GL_FOG_COORDINATE_EXT. 
This is macro GL_FOG_COORDINATE_SOURCE_EXT. 
This is macro GL_FOG_DENSITY. 
This is macro GL_FOG_END. 
Hints 
This is macro GL_FOG_INDEX. 
This is macro GL_FOG_MODE. 
This is macro GL_FOG_START. 
This is macro GL_FRAGMENT_DEPTH_EXT. 
This is macro GL_FRAMEALLOCATOR_LOCKABLE_HELPER_H. 
This is macro GL_FRONT. 
This is macro GL_FRONT_AND_BACK. 
This is macro GL_FRONT_FACE. 
GL_FRONT 0x0404 GL_BACK 0x0405 GL_FRONT_AND_BACK 0x0408 
This is macro GL_FRONT_RIGHT. 
This is macro GL_FUNC_ADD. 
This is macro GL_FUNC_REVERSE_SUBTRACT. 
This is macro GL_FUNC_SUBTRACT. 
point gl function pointers at stub functions 
This is macro GL_GEQUAL. 
This is macro GL_GREATER. 
This is macro GL_GREEN. 
This is macro GL_GREEN_BIAS. 
This is macro GL_GREEN_BITS. 
This is macro GL_GREEN_SCALE. 
This is macro GL_HINT_BIT. 
GL_EXT_histogram 
This is macro GL_HISTOGRAM_ALPHA_SIZE. 
This is macro GL_HISTOGRAM_BLUE_SIZE. 
This is macro GL_HISTOGRAM_FORMAT. 
This is macro GL_HISTOGRAM_GREEN_SIZE. 
This is macro GL_HISTOGRAM_LUMINANCE_SIZE. 
This is macro GL_HISTOGRAM_RED_SIZE. 
This is macro GL_HISTOGRAM_SINK. 
This is macro GL_HISTOGRAM_WIDTH. 
This is macro GL_INCR. 
This is macro GL_INDEX_ARRAY. 
This is macro GL_INDEX_ARRAY_POINTER. 
This is macro GL_INDEX_ARRAY_STRIDE. 
This is macro GL_INDEX_ARRAY_TYPE. 
This is macro GL_INDEX_BITS. 
This is macro GL_INDEX_CLEAR_VALUE. 
This is macro GL_INDEX_LOGIC_OP. 
This is macro GL_INDEX_MODE. 
This is macro GL_INDEX_OFFSET. 
This is macro GL_INDEX_SHIFT. 
This is macro GL_INDEX_WRITEMASK. 
This is macro GL_INT. 
This is macro GL_INTENSITY. 
This is macro GL_INTENSITY12. 
This is macro GL_INTENSITY16. 
This is macro GL_INTENSITY4. 
This is macro GL_INTENSITY8. 
This is macro GL_INTERPOLATE. 
This is macro GL_INTERPOLATE_EXT. 
This is macro GL_INVALID_ENUM. 
This is macro GL_INVALID_OPERATION. 
This is macro GL_INVALID_VALUE. 
This is macro GL_INVERT. 
This is macro GL_KEEP. 
This is macro GL_LEFT. 
This is macro GL_LEQUAL. 
This is macro GL_LESS. 
This is macro GL_LIGHT_MODEL_AMBIENT. 
This is macro GL_LIGHT_MODEL_COLOR_CONTROL. 
This is macro GL_LIGHT_MODEL_LOCAL_VIEWER. 
This is macro GL_LIGHT_MODEL_TWO_SIDE. 
This is macro GL_LIGHT0. 
This is macro GL_LIGHT1. 
This is macro GL_LIGHT2. 
This is macro GL_LIGHT3. 
This is macro GL_LIGHT4. 
This is macro GL_LIGHT5. 
This is macro GL_LIGHT6. 
This is macro GL_LIGHT7. 
Lighting 
This is macro GL_LIGHTING_BIT. 
This is macro GL_LINE. 
This is macro GL_LINE_BIT. 
This is macro GL_LINE_LOOP. 
This is macro GL_LINE_RESET_TOKEN. 
Lines 
This is macro GL_LINE_SMOOTH_HINT. 
This is macro GL_LINE_STIPPLE. 
This is macro GL_LINE_STIPPLE_PATTERN. 
This is macro GL_LINE_STIPPLE_REPEAT. 
This is macro GL_LINE_STRIP. 
This is macro GL_LINE_TOKEN. 
This is macro GL_LINE_WIDTH. 
This is macro GL_LINE_WIDTH_GRANULARITY. 
This is macro GL_LINE_WIDTH_RANGE. 
This is macro GL_LINEAR. 
This is macro GL_LINEAR_ATTENUATION. 
This is macro GL_LINEAR_MIPMAP_LINEAR. 
This is macro GL_LINEAR_MIPMAP_NEAREST. 
This is macro GL_LINES. 
This is macro GL_LIST_BASE. 
This is macro GL_LIST_BIT. 
This is macro GL_LIST_INDEX. 
This is macro GL_LIST_MODE. 
This is macro GL_LOAD. 
Logic Ops 
This is macro GL_LOGIC_OP_MODE. 
This is macro GL_LUMINANCE. 
This is macro GL_LUMINANCE_ALPHA. 
This is macro GL_LUMINANCE12. 
This is macro GL_LUMINANCE12_ALPHA12. 
This is macro GL_LUMINANCE12_ALPHA4. 
This is macro GL_LUMINANCE16. 
This is macro GL_LUMINANCE16_ALPHA16. 
This is macro GL_LUMINANCE4. 
This is macro GL_LUMINANCE4_ALPHA4. 
This is macro GL_LUMINANCE6_ALPHA2. 
This is macro GL_LUMINANCE8. 
This is macro GL_LUMINANCE8_ALPHA8. 
Pixel Mode / Transfer 
This is macro GL_MAP_STENCIL. 
This is macro GL_MAP1_COLOR_4. 
This is macro GL_MAP1_GRID_DOMAIN. 
This is macro GL_MAP1_GRID_SEGMENTS. 
This is macro GL_MAP1_INDEX. 
This is macro GL_MAP1_NORMAL. 
This is macro GL_MAP1_TEXTURE_COORD_1. 
This is macro GL_MAP1_TEXTURE_COORD_2. 
This is macro GL_MAP1_TEXTURE_COORD_3. 
This is macro GL_MAP1_TEXTURE_COORD_4. 
This is macro GL_MAP1_VERTEX_3. 
This is macro GL_MAP1_VERTEX_4. 
This is macro GL_MAP2_COLOR_4. 
This is macro GL_MAP2_GRID_DOMAIN. 
This is macro GL_MAP2_GRID_SEGMENTS. 
This is macro GL_MAP2_INDEX. 
This is macro GL_MAP2_NORMAL. 
This is macro GL_MAP2_TEXTURE_COORD_1. 
This is macro GL_MAP2_TEXTURE_COORD_2. 
This is macro GL_MAP2_TEXTURE_COORD_3. 
This is macro GL_MAP2_TEXTURE_COORD_4. 
This is macro GL_MAP2_VERTEX_3. 
This is macro GL_MAP2_VERTEX_4. 
Matrix Mode 
This is macro GL_MAX. 
This is macro GL_MAX_3D_TEXTURE_SIZE. 
This is macro GL_MAX_ATTRIB_STACK_DEPTH. 
This is macro GL_MAX_CLIENT_ATTRIB_STACK_DEPTH. 
This is macro GL_MAX_CLIP_PLANES. 
This is macro GL_MAX_COLOR_MATRIX_STACK_DEPTH. 
This is macro GL_MAX_CONVOLUTION_HEIGHT. 
This is macro GL_MAX_CONVOLUTION_WIDTH. 
This is macro GL_MAX_ELEMENTS_INDICES. 
This is macro GL_MAX_ELEMENTS_VERTICES. 
This is macro GL_MAX_EVAL_ORDER. 
This is macro GL_MAX_LIGHTS. 
Implementation limits 
This is macro GL_MAX_MODELVIEW_STACK_DEPTH. 
This is macro GL_MAX_NAME_STACK_DEPTH. 
This is macro GL_MAX_PIXEL_MAP_TABLE. 
This is macro GL_MAX_PROJECTION_STACK_DEPTH. 
This is macro GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT. 
This is macro GL_MAX_TEXTURE_SIZE. 
This is macro GL_MAX_TEXTURE_STACK_DEPTH. 
This is macro GL_MAX_TEXTURE_UNITS_ARB. 
This is macro GL_MAX_VIEWPORT_DIMS. 
This is macro GL_MIN. 
This is macro GL_MINMAX. 
This is macro GL_MINMAX_FORMAT. 
This is macro GL_MINMAX_SINK. 
This is macro GL_MODELVIEW. 
This is macro GL_MODELVIEW_MATRIX. 
This is macro GL_MODELVIEW_STACK_DEPTH. 
This is macro GL_MODULATE. 
This is macro GL_MULT. 
This is macro GL_N3F_V3F. 
This is macro GL_NAME_STACK_DEPTH. 
This is macro GL_NAND. 
This is macro GL_NEAREST. 
This is macro GL_NEAREST_MIPMAP_LINEAR. 
This is macro GL_NEAREST_MIPMAP_NEAREST. 
Depth buffer 
This is macro GL_NICEST. 
Errors 
Buffers, Pixel Drawing/Reading 
This is macro GL_NOOP. 
This is macro GL_NOR. 
This is macro GL_NORMAL_ARRAY. 
This is macro GL_NORMAL_ARRAY_POINTER. 
This is macro GL_NORMAL_ARRAY_STRIDE. 
This is macro GL_NORMAL_ARRAY_TYPE. 
This is macro GL_NORMALIZE. 
This is macro GL_NOTEQUAL. 
This is macro GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB. 
This is macro GL_OBJECT_LINEAR. 
This is macro GL_OBJECT_PLANE. 
This is macro GL_ONE. 
This is macro GL_ONE_MINUS_CONSTANT_ALPHA. 
This is macro GL_ONE_MINUS_CONSTANT_COLOR. 
This is macro GL_ONE_MINUS_DST_ALPHA. 
This is macro GL_ONE_MINUS_DST_COLOR. 
This is macro GL_ONE_MINUS_SRC_ALPHA. 
This is macro GL_ONE_MINUS_SRC_COLOR. 
This is macro GL_OPERAND0_ALPHA. 
This is macro GL_OPERAND0_ALPHA_EXT. 
This is macro GL_OPERAND0_RGB. 
This is macro GL_OPERAND0_RGB_EXT. 
This is macro GL_OPERAND1_ALPHA. 
This is macro GL_OPERAND1_ALPHA_EXT. 
This is macro GL_OPERAND1_RGB. 
This is macro GL_OPERAND1_RGB_EXT. 
This is macro GL_OPERAND2_ALPHA. 
This is macro GL_OPERAND2_ALPHA_EXT. 
This is macro GL_OPERAND2_RGB. 
This is macro GL_OPERAND2_RGB_EXT. 
This is macro GL_OPERAND3_ALPHA_EXT. 
This is macro GL_OPERAND3_RGB_EXT. 
This is macro GL_OPERAND4_ALPHA_EXT. 
This is macro GL_OPERAND4_RGB_EXT. 
This is macro GL_OPERAND5_ALPHA_EXT. 
This is macro GL_OPERAND5_RGB_EXT. 
This is macro GL_OPERAND6_ALPHA_EXT. 
This is macro GL_OPERAND6_RGB_EXT. 
This is macro GL_OPERAND7_ALPHA_EXT. 
This is macro GL_OPERAND7_RGB_EXT. 
This is macro GL_OR. 
This is macro GL_OR_INVERTED. 
This is macro GL_OR_REVERSE. 
This is macro GL_ORDER. 
This is macro GL_OUT_OF_MEMORY. 
This is macro GL_PACK_ALIGNMENT. 
This is macro GL_PACK_IMAGE_HEIGHT. 
This is macro GL_PACK_LSB_FIRST. 
This is macro GL_PACK_ROW_LENGTH. 
GL 1.2 texturing 
This is macro GL_PACK_SKIP_PIXELS. 
This is macro GL_PACK_SKIP_ROWS. 
This is macro GL_PACK_SWAP_BYTES. 
This is macro GL_PASS_THROUGH_TOKEN. 
This is macro GL_PERSPECTIVE_CORRECTION_HINT. 
This is macro GL_PIXEL_MAP_A_TO_A. 
This is macro GL_PIXEL_MAP_A_TO_A_SIZE. 
This is macro GL_PIXEL_MAP_B_TO_B. 
This is macro GL_PIXEL_MAP_B_TO_B_SIZE. 
This is macro GL_PIXEL_MAP_G_TO_G. 
This is macro GL_PIXEL_MAP_G_TO_G_SIZE. 
This is macro GL_PIXEL_MAP_I_TO_A. 
This is macro GL_PIXEL_MAP_I_TO_A_SIZE. 
This is macro GL_PIXEL_MAP_I_TO_B. 
This is macro GL_PIXEL_MAP_I_TO_B_SIZE. 
This is macro GL_PIXEL_MAP_I_TO_G. 
This is macro GL_PIXEL_MAP_I_TO_G_SIZE. 
This is macro GL_PIXEL_MAP_I_TO_I. 
This is macro GL_PIXEL_MAP_I_TO_I_SIZE. 
This is macro GL_PIXEL_MAP_I_TO_R. 
This is macro GL_PIXEL_MAP_I_TO_R_SIZE. 
This is macro GL_PIXEL_MAP_R_TO_R. 
This is macro GL_PIXEL_MAP_R_TO_R_SIZE. 
This is macro GL_PIXEL_MAP_S_TO_S. 
This is macro GL_PIXEL_MAP_S_TO_S_SIZE. 
This is macro GL_PIXEL_MODE_BIT. 
Polygons 
This is macro GL_POINT_BIT. 
This is macro GL_POINT_SIZE. 
This is macro GL_POINT_SIZE_GRANULARITY. 
This is macro GL_POINT_SIZE_RANGE. 
Points 
This is macro GL_POINT_SMOOTH_HINT. 
This is macro GL_POINT_TOKEN. 
Primitives 
This is macro GL_POLYGON. 
This is macro GL_POLYGON_BIT. 
This is macro GL_POLYGON_MODE. 
This is macro GL_POLYGON_OFFSET_FACTOR. 
This is macro GL_POLYGON_OFFSET_FILL. 
This is macro GL_POLYGON_OFFSET_LINE. 
This is macro GL_POLYGON_OFFSET_POINT. 
This is macro GL_POLYGON_OFFSET_UNITS. 
This is macro GL_POLYGON_SMOOTH. 
This is macro GL_POLYGON_SMOOTH_HINT. 
This is macro GL_POLYGON_STIPPLE. 
This is macro GL_POLYGON_STIPPLE_BIT. 
This is macro GL_POLYGON_TOKEN. 
This is macro GL_POSITION. 
This is macro GL_POST_COLOR_MATRIX_ALPHA_BIAS. 
This is macro GL_POST_COLOR_MATRIX_ALPHA_SCALE. 
This is macro GL_POST_COLOR_MATRIX_BLUE_BIAS. 
This is macro GL_POST_COLOR_MATRIX_BLUE_SCALE. 
This is macro GL_POST_COLOR_MATRIX_COLOR_TABLE. 
This is macro GL_POST_COLOR_MATRIX_GREEN_BIAS. 
This is macro GL_POST_COLOR_MATRIX_GREEN_SCALE. 
This is macro GL_POST_COLOR_MATRIX_RED_BIAS. 
This is macro GL_POST_COLOR_MATRIX_RED_SCALE. 
This is macro GL_POST_CONVOLUTION_ALPHA_BIAS. 
This is macro GL_POST_CONVOLUTION_ALPHA_SCALE. 
This is macro GL_POST_CONVOLUTION_BLUE_BIAS. 
This is macro GL_POST_CONVOLUTION_BLUE_SCALE. 
This is macro GL_POST_CONVOLUTION_COLOR_TABLE. 
This is macro GL_POST_CONVOLUTION_GREEN_BIAS. 
This is macro GL_POST_CONVOLUTION_GREEN_SCALE. 
This is macro GL_POST_CONVOLUTION_RED_BIAS. 
This is macro GL_POST_CONVOLUTION_RED_SCALE. 
This is macro GL_PREVIOUS. 
This is macro GL_PREVIOUS_EXT. 
This is macro GL_PRIMARY_COLOR. 
This is macro GL_PRIMARY_COLOR_EXT. 
This is macro GL_PROJECTION. 
This is macro GL_PROJECTION_MATRIX. 
This is macro GL_PROJECTION_STACK_DEPTH. 
This is macro GL_PROXY_COLOR_TABLE. 
This is macro GL_PROXY_HISTOGRAM. 
This is macro GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE. 
This is macro GL_PROXY_POST_CONVOLUTION_COLOR_TABLE. 
GL 1.1 texturing 
This is macro GL_PROXY_TEXTURE_2D. 
This is macro GL_PROXY_TEXTURE_3D. 
GL_Q 
This is macro GL_Q. 
This is macro GL_QUAD_STRIP. 
This is macro GL_QUADRATIC_ATTENUATION. 
This is macro GL_QUADS. 
GL_R 
This is macro GL_R. 
This is macro GL_R3_G3_B2. 
This is macro GL_READ_BUFFER. 
This is macro GL_RED. 
This is macro GL_RED_BIAS. 
This is macro GL_RED_BITS. 
This is macro GL_RED_SCALE. 
This is macro GL_REDUCE. 
This is macro GL_RENDER. 
This is macro GL_RENDER_MODE. 
This is macro GL_RENDERER. 
This is macro GL_REPEAT. 
This is macro GL_REPLACE. 
This is macro GL_REPLICATE_BORDER. 
OpenGL 1.2 
This is macro GL_RETURN. 
This is macro GL_RGB. 
This is macro GL_RGB_SCALE. 
This is macro GL_RGB_SCALE_EXT. 
This is macro GL_RGB10. 
This is macro GL_RGB10_A2. 
This is macro GL_RGB12. 
This is macro GL_RGB16. 
This is macro GL_RGB4. 
This is macro GL_RGB5. 
This is macro GL_RGB5_A1. 
This is macro GL_RGB8. 
This is macro GL_RGBA. 
This is macro GL_RGBA_MODE. 
This is macro GL_RGBA12. 
This is macro GL_RGBA16. 
This is macro GL_RGBA2. 
This is macro GL_RGBA4. 
This is macro GL_RGBA8. 
This is macro GL_RIGHT. 
GL_S 
This is macro GL_S. 
This is macro GL_SCISSOR_BIT. 
This is macro GL_SCISSOR_BOX. 
Scissor box 
This is macro GL_SELECT. 
This is macro GL_SELECTION_BUFFER_SIZE. 
This is macro GL_SEPARABLE_2D. 
This is macro GL_SEPARATE_SPECULAR_COLOR. 
This is macro GL_SET. 
This is macro GL_SHADE_MODEL. 
This is macro GL_SHININESS. 
This is macro GL_SHORT. 
This is macro GL_SINGLE_COLOR. 
This is macro GL_SMOOTH. 
This is macro GL_SMOOTH_LINE_WIDTH_GRANULARITY. 
This is macro GL_SMOOTH_LINE_WIDTH_RANGE. 
This is macro GL_SMOOTH_POINT_SIZE_GRANULARITY. 
This is macro GL_SMOOTH_POINT_SIZE_RANGE. 
This is macro GL_SOURCE0_ALPHA. 
This is macro GL_SOURCE0_ALPHA_EXT. 
This is macro GL_SOURCE0_RGB. 
This is macro GL_SOURCE0_RGB_EXT. 
This is macro GL_SOURCE1_ALPHA. 
This is macro GL_SOURCE1_ALPHA_EXT. 
This is macro GL_SOURCE1_RGB. 
This is macro GL_SOURCE1_RGB_EXT. 
This is macro GL_SOURCE2_ALPHA. 
This is macro GL_SOURCE2_ALPHA_EXT. 
This is macro GL_SOURCE2_RGB. 
This is macro GL_SOURCE2_RGB_EXT. 
This is macro GL_SOURCE3_ALPHA_EXT. 
This is macro GL_SOURCE3_RGB_EXT. 
This is macro GL_SOURCE4_ALPHA_EXT. 
This is macro GL_SOURCE4_RGB_EXT. 
This is macro GL_SOURCE5_ALPHA_EXT. 
This is macro GL_SOURCE5_RGB_EXT. 
This is macro GL_SOURCE6_ALPHA_EXT. 
This is macro GL_SOURCE6_RGB_EXT. 
This is macro GL_SOURCE7_ALPHA_EXT. 
This is macro GL_SOURCE7_RGB_EXT. 
This is macro GL_SPECULAR. 
This is macro GL_SPHERE_MAP. 
This is macro GL_SPOT_CUTOFF. 
This is macro GL_SPOT_DIRECTION. 
This is macro GL_SPOT_EXPONENT. 
This is macro GL_SRC_ALPHA. 
This is macro GL_SRC_ALPHA_SATURATE. 
This is macro GL_SRC_COLOR. 
This is macro GL_STACK_OVERFLOW. 
This is macro GL_STACK_UNDERFLOW. 
This is macro GL_STENCIL. 
This is macro GL_STENCIL_BITS. 
This is macro GL_STENCIL_BUFFER_BIT. 
This is macro GL_STENCIL_CLEAR_VALUE. 
This is macro GL_STENCIL_FAIL. 
This is macro GL_STENCIL_FUNC. 
This is macro GL_STENCIL_INDEX. 
This is macro GL_STENCIL_PASS_DEPTH_FAIL. 
This is macro GL_STENCIL_PASS_DEPTH_PASS. 
This is macro GL_STENCIL_REF. 
Stencil 
This is macro GL_STENCIL_VALUE_MASK. 
This is macro GL_STENCIL_WRITEMASK. 
This is macro GL_STEREO. 
This is macro GL_SUBPIXEL_BITS. 
This is macro GL_SUBTRACT. 
GL_T 
This is macro GL_T. 
This is macro GL_T2F_C3F_V3F. 
This is macro GL_T2F_C4F_N3F_V3F. 
This is macro GL_T2F_C4UB_V3F. 
This is macro GL_T2F_N3F_V3F. 
This is macro GL_T2F_V3F. 
This is macro GL_T4F_C4F_N3F_V4F. 
This is macro GL_T4F_V4F. 
This is macro GL_TABLE_TOO_LARGE. 
This is macro GL_TEXTURE. 
This is macro GL_TEXTURE_1D. 
This is macro GL_TEXTURE_2D. 
This is macro GL_TEXTURE_3D. 
This is macro GL_TEXTURE_ALPHA_SIZE. 
This is macro GL_TEXTURE_BASE_LEVEL. 
This is macro GL_TEXTURE_BINDING_1D. 
This is macro GL_TEXTURE_BINDING_2D. 
This is macro GL_TEXTURE_BINDING_3D. 
This is macro GL_TEXTURE_BIT. 
This is macro GL_TEXTURE_BLUE_SIZE. 
This is macro GL_TEXTURE_BORDER. 
This is macro GL_TEXTURE_BORDER_COLOR. 
This is macro GL_TEXTURE_COMPONENTS. 
This is macro GL_TEXTURE_COMPRESSED_ARB. 
This is macro GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB. 
This is macro GL_TEXTURE_COMPRESSION_HINT_ARB. 
This is macro GL_TEXTURE_COORD_ARRAY. 
This is macro GL_TEXTURE_COORD_ARRAY_POINTER. 
This is macro GL_TEXTURE_COORD_ARRAY_SIZE. 
This is macro GL_TEXTURE_COORD_ARRAY_STRIDE. 
This is macro GL_TEXTURE_COORD_ARRAY_TYPE. 
This is macro GL_TEXTURE_DEPTH. 
Texture mapping 
This is macro GL_TEXTURE_ENV_COLOR. 
This is macro GL_TEXTURE_ENV_MODE. 
This is macro GL_TEXTURE_GEN_MODE. 
This is macro GL_TEXTURE_GEN_Q. 
This is macro GL_TEXTURE_GEN_R. 
This is macro GL_TEXTURE_GEN_S. 
This is macro GL_TEXTURE_GEN_T. 
This is macro GL_TEXTURE_GREEN_SIZE. 
This is macro GL_TEXTURE_HEIGHT. 
This is macro GL_TEXTURE_INDEX_SIZE_EXT. 
This is macro GL_TEXTURE_INTENSITY_SIZE. 
This is macro GL_TEXTURE_INTERNAL_FORMAT. 
This is macro GL_TEXTURE_LUMINANCE_SIZE. 
This is macro GL_TEXTURE_MAG_FILTER. 
This is macro GL_TEXTURE_MATRIX. 
added by JMQ: 
This is macro GL_TEXTURE_MAX_LEVEL. 
This is macro GL_TEXTURE_MAX_LOD. 
This is macro GL_TEXTURE_MIN_FILTER. 
This is macro GL_TEXTURE_MIN_LOD. 
This is macro GL_TEXTURE_PRIORITY. 
This is macro GL_TEXTURE_RED_SIZE. 
This is macro GL_TEXTURE_RESIDENT. 
This is macro GL_TEXTURE_STACK_DEPTH. 
This is macro GL_TEXTURE_WIDTH. 
This is macro GL_TEXTURE_WRAP_R. 
This is macro GL_TEXTURE_WRAP_S. 
This is macro GL_TEXTURE_WRAP_T. 
GL_ARB_multitexture (ARB extension 1 and OpenGL 1.2.1) 
This is macro GL_TEXTURE1_ARB. 
This is macro GL_TEXTURE10_ARB. 
This is macro GL_TEXTURE11_ARB. 
This is macro GL_TEXTURE12_ARB. 
This is macro GL_TEXTURE13_ARB. 
This is macro GL_TEXTURE14_ARB. 
This is macro GL_TEXTURE15_ARB. 
This is macro GL_TEXTURE16_ARB. 
This is macro GL_TEXTURE17_ARB. 
This is macro GL_TEXTURE18_ARB. 
This is macro GL_TEXTURE19_ARB. 
This is macro GL_TEXTURE2_ARB. 
This is macro GL_TEXTURE20_ARB. 
This is macro GL_TEXTURE21_ARB. 
This is macro GL_TEXTURE22_ARB. 
This is macro GL_TEXTURE23_ARB. 
This is macro GL_TEXTURE24_ARB. 
This is macro GL_TEXTURE25_ARB. 
This is macro GL_TEXTURE26_ARB. 
This is macro GL_TEXTURE27_ARB. 
This is macro GL_TEXTURE28_ARB. 
This is macro GL_TEXTURE29_ARB. 
This is macro GL_TEXTURE3_ARB. 
This is macro GL_TEXTURE30_ARB. 
This is macro GL_TEXTURE31_ARB. 
This is macro GL_TEXTURE4_ARB. 
This is macro GL_TEXTURE5_ARB. 
This is macro GL_TEXTURE6_ARB. 
This is macro GL_TEXTURE7_ARB. 
This is macro GL_TEXTURE8_ARB. 
This is macro GL_TEXTURE9_ARB. 
This is macro GL_TRANSFORM_BIT. 
This is macro GL_TRIANGLE_FAN. 
This is macro GL_TRIANGLE_STRIP. 
This is macro GL_TRIANGLES. 
This is macro GL_TRUE. 
This is macro GL_UNPACK_ALIGNMENT. 
This is macro GL_UNPACK_IMAGE_HEIGHT. 
This is macro GL_UNPACK_LSB_FIRST. 
This is macro GL_UNPACK_ROW_LENGTH. 
This is macro GL_UNPACK_SKIP_IMAGES. 
This is macro GL_UNPACK_SKIP_PIXELS. 
This is macro GL_UNPACK_SKIP_ROWS. 
This is macro GL_UNPACK_SWAP_BYTES. 
This is macro GL_UNSIGNED_BYTE. 
This is macro GL_UNSIGNED_BYTE_2_3_3_REV. 
This is macro GL_UNSIGNED_BYTE_3_3_2. 
This is macro GL_UNSIGNED_BYTE_3_3_2_EXT. 
This is macro GL_UNSIGNED_INT. 
This is macro GL_UNSIGNED_INT_10_10_10_2. 
This is macro GL_UNSIGNED_INT_10_10_10_2_EXT. 
This is macro GL_UNSIGNED_INT_2_10_10_10_REV. 
This is macro GL_UNSIGNED_INT_8_8_8_8. 
This is macro GL_UNSIGNED_INT_8_8_8_8_EXT. 
This is macro GL_UNSIGNED_INT_8_8_8_8_REV. 
This is macro GL_UNSIGNED_SHORT. 
This is macro GL_UNSIGNED_SHORT_1_5_5_5_REV. 
This is macro GL_UNSIGNED_SHORT_4_4_4_4. 
This is macro GL_UNSIGNED_SHORT_4_4_4_4_EXT. 
This is macro GL_UNSIGNED_SHORT_4_4_4_4_REV. 
This is macro GL_UNSIGNED_SHORT_5_5_5_1. 
This is macro GL_UNSIGNED_SHORT_5_5_5_1_EXT. 
This is macro GL_UNSIGNED_SHORT_5_6_5. 
This is macro GL_UNSIGNED_SHORT_5_6_5_REV. 
This is macro GL_V12FMTVFMT_EXT. 
This is macro GL_V12FTVFMT_EXT. 
This is macro GL_V12MTNVFMT_EXT. 
This is macro GL_V12MTVFMT_EXT. 
This is macro GL_V2F. 
This is macro GL_V3F. 
Utility 
This is macro GL_VERSION. 
Mesa 3-D graphics library 
This is macro GL_VERSION_1_2. 
Vertex Arrays 
This is macro GL_VERTEX_ARRAY_POINTER. 
This is macro GL_VERTEX_ARRAY_SIZE. 
This is macro GL_VERTEX_ARRAY_STRIDE. 
This is macro GL_VERTEX_ARRAY_TYPE. 
This is macro GL_VIEWPORT. 
This is macro GL_VIEWPORT_BIT. 
This is macro GL_XOR. 
This is macro GL_ZERO. 
This is macro GL_ZOOM_X. 
This is macro GL_ZOOM_Y. 
...save the porpoises 
This is macro HIGH_NUM. 
This is macro HIGHFIRST. 
This is macro HYDRA_ACTIVE_CHECK_FREQ. 
I64 
This is macro I64. 
This is macro IANG2FANG. 
This is macro IDENT. 
from Torque.rc 
This is macro IDI_ICON2. 
{{NO_DEPENDENCIES}} Microsoft Visual C++ generated include file. Used by zipCat.rc 
idx 
This is macro idx. 
This is macro ILLEGAL_TOKEN. 
This is macro IMPLEMENT_ALLOC. 
 
Matching implement for DECLARE_CALLBACK.
@warn With the new interop system, method-style callbacks must notbe triggered on object that are being created! This is because the control layer will likely not yet have a fully valid wrapper object in place for the EngineObject under construction. 
Matching implement to DECLARE_CLASS for classes that are instantiable through the API.
@note engineFunctions.h must be included for this macro to work.
@param type The C++ class type. @param doc Documentation string. 
This is macro IMPLEMENT_CO_CLIENTEVENT. 
This is macro IMPLEMENT_CO_CLIENTEVENT_V1. 
This is macro IMPLEMENT_CO_DATABLOCK_V1. 
This is macro IMPLEMENT_CO_NETEVENT. 
This is macro IMPLEMENT_CO_NETEVENT_V1. 
This is macro IMPLEMENT_CO_NETOBJECT_V1. 
This is macro IMPLEMENT_CO_SERVEREVENT. 
This is macro IMPLEMENT_CO_SERVEREVENT_V1. 
This is macro IMPLEMENT_CONOBJECT. 
Again, temporary macros to allow splicing the API while we still have the console interop around. 
Matching implement for DECLARE_DISPOSABLE.
@param type The disposable C++ class type. 
This is macro IMPLEMENT_ENDIAN_OVERLOADED_READ. 
This is macro IMPLEMENT_ENDIAN_OVERLOADED_WRITE. 
 
Used to define global callbacks not associated with any particular class or namespace. 
This is macro IMPLEMENT_NEW_CALLBACK. 
Matching implement for DECLARE_ABSTRACT_CLASS or DECLARE_CLASS for classes that are not instantiable through the API.
@code class MyClass : public EngineObject { DECLARE_CLASS( MyClass, EngineObject ); DECLARE_INSCOPE( MyScope ); DECLARE_NONINSTANTIABLE; };
IMPLEMENT_NONINSTANTIABLE_CLASS( MyClass, "My class." ) PROPERTY( myProperty, 1, "My property.", EnginePropertyTransient ) END_IMPLEMENT_CLASS; @endcode
@note If you want the export name to be different to the actual class name, use a typedef.
@param type The C++ class type. @doc Documentation string. 
This is macro IMPLEMENT_OVERLOADED_READ. 
This is macro IMPLEMENT_OVERLOADED_WRITE. 
 
This is macro IMPLEMENT_RUNTIME_CONOBJECT. 
 
Matching implement for DECLARE_SINGLETON. @param type The C++ class type. 
Matching implement for DECLARE_STATIC_CLASS.
@param type The C++ type of the static class. Also used as export name. @param scope Export scope to place the static class in. @param doc Documentation string. 
 
This is macro ImplementBitfieldType. 
This is macro ImplementConsoleTypeCasters. 
This is macro ImplementEnumType. 
 
This is macro ImplementNamedGroup. 
This is macro ImplementNamedSet. 
This is macro INCLUDED_TYPES_CODEWARRIOR_H. 
This is macro INCLUDED_TYPES_VISUALC_H. 
This is macro incRequestCount16. 
This is macro incRequestCount8. 
 
This is macro INIT_LOOKUPTABLE_EX. 
This is macro INITGUID. 
This is macro INITIAL. 
Returns the InputEventManager singleton. 
This is macro INT_FAST16_MAX. 
This is macro INT_FAST16_MIN. 
This is macro INT_FAST32_MAX. 
This is macro INT_FAST32_MIN. 
This is macro INT_FAST64_MAX. 
This is macro INT_FAST64_MIN. 
This is macro INT_FAST8_MAX. 
7.18.2.3 Limits of fastest minimum-width integer types 
This is macro INT_LEAST16_MAX. 
This is macro INT_LEAST16_MIN. 
This is macro INT_LEAST32_MAX. 
This is macro INT_LEAST32_MIN. 
This is macro INT_LEAST64_MAX. 
This is macro INT_LEAST64_MIN. 
This is macro INT_LEAST8_MAX. 
7.18.2.2 Limits of minimum-width integer types 
This is macro INT16_C. 
This is macro INT16_MAX. 
This is macro INT16_MIN. 
This is macro INT32_C. 
This is macro INT32_MAX. 
This is macro INT32_MIN. 
This is macro INT64_C. 
This is macro INT64_MAX. 
This is macro INT64_MIN. 
7.18.4.1 Macros for minimum-width integer constants 
This is macro INT8_MAX. 
7.18.2.1 Limits of exact-width integer types 
This is macro INTCONST. 
Prefix added to dynamic-fields when they're used to store any copied static-fields when peristing. 
7.18.4.2 Macros for greatest-width integer constants These #ifndef's are needed to prevent collisions with . Check out Issue 9 for the details. 
This is macro INTMAX_MAX. 
7.18.2.5 Limits of greatest-width integer types 
This is macro INTPTR_MAX. 
WIN64 
earlier versions of OSX don't have these convinience macros, so manually stick them here. 
This is macro INVALID_SOCKET. 
This is macro KEY_FIRST. 
replacement character. Standard correct value is 0xFFFD. 
!< Invalid ID. Used for returning failure 
Returns the LeapMotionDevice singleton. 
Returns the LeapMotionFrameStore singleton. 
This is macro LH_HACK. 
Light define 
Returns the current active light manager. 
This is macro LINUX. 
This is macro LOG_PAGE_ALLOCS. 
This is macro M_2PI. 
This is macro M_2PI_F. 
This is macro M_CONST_E_F. 
This is macro M_HALFPI. 
This is macro M_HALFPI_F. 
M_PI 
This is macro M_PI. 
This is macro M_PI_F. 
This is macro M_SQRT2. 
This is macro M_SQRT2_F. 
This is macro M_SQRTHALF. 
This is macro M_SQRTHALF_F. 
This is macro MakeFourCC. 
FOURCC 
This is macro MATINSTPARAMSET. 
Helper for accessing MaterialManager singleton. 
This is macro MATRIX_SET_BIND_VALUE. 
This is macro MATRIX_SET_GET_VALUE. 
Access to the direct value 
This is macro MATRIX_SET_IS_INVERSE_OF. 
This is macro MATRIX_SET_IS_INVERSE_OF_FN. 
This is macro MATRIX_SET_MULT_ASSIGN. 
This is macro MATRIX_SET_MULT_ASSIGN_FN. 
This is macro MAX_CMDS. 
 
This is macro MAX_DYNAMIC_INDICES. 
Adjust these pools to your app's needs. Be aware dynamic vertices are much more expensive than static vertices. These are in gfxEnums because they should be consistant across all APIs/platforms so that the dynamic buffer performance and behavior is also consistant. -patw 
This is macro MAX_FLOAT. 
 
This is macro MAX_MRT_TARGETS. 
This is macro MAX_NODE_DEPTH. 
This is macro MAX_NODE_WIDTH. 
This is macro MAX_PATH_LENGTH. 
This is macro MAX_TS_SET_DWORDS. 
This is macro MAX_TS_SET_SIZE. 
This is macro MaxLightRadius. 
This is macro MAXPACKETSIZE. 
This is macro MaxParticleSize. 
This is macro MaxPitch. 
This is macro MD5_H. 
This is the central step in the MD5 algorithm. 
This is macro MessageBox_ButtonBoxHeight. 
This is macro MessageBox_ButtonBoxWidth. 
This is macro MessageBox_ButtonHMargin. 
This is macro MessageBox_ButtonSpacer. 
This is macro MessageBox_ButtonVMargin. 
This is macro MessageBox_LineHMargin. 
This is macro MessageBox_LineSpacer. 
This is macro MessageBox_LineVMargin. 
This is macro MessageBox_MaxWinHeight. 
This is macro MessageBox_MaxWinWidth. 
This is macro MessageBox_MinWinWidth. 
This is macro MIN_METERS_PER_SEGMENT. 
This is macro MIN_NODE_DEPTH. 
This is macro MIN_NODE_WIDTH. 
This is macro MIN_Y_DOT. 
This is macro MNG_ACCESS_CHUNKS. 
This is macro MNG_NO_CMS. 
This is macro MNG_STORE_CHUNKS. 
This is macro MNG_SUPPORT_DISPLAY. 
This is macro MNG_SUPPORT_READ. 
This is macro MNG_SUPPORT_WRITE. 
Begin a module definition.
@code MODULE_BEGIN( MyModule )
MODULE_INIT_AFTER( Sim ) MODULE_INIT_BEFORE( 3D ) MODULE_SHUTDOWN_BEFORE( Sim )
MODULE_INIT { // Init code... }
MODULE_SHUTDOWN { // Cleanup code... }
MODULE_END; @endcode 
Terminate a module definition.
@code MODULE_BEGIN( MyModule ) MODULE_END; @endcode 
Define initialization code for the module.
@code MODULE_BEGIN( MyModule ) MODULE_INIT { // Init code goes here. } MODULE_END; @endcode 
Make sure this module is initialized after the module called "name".
@code MODULE_BEGIN( MyModule ) MODULE_INIT_AFTER( MyOtherModule ) MODULE_END; @endcode 
Make sure this module is initialized before the module called "name".
@code MODULE_BEGIN( MyModule ) MODULE_INIT_BEFORE( MyOtherModule ) MODULE_END; @endcode 
Replace the given module in both the init and the shutdown sequence.
@code MODULE_BEGIN( MyMoveManager ) MODULE_OVERRIDE( MoveManager ) MODULE_END; @endcode 
Define cleanup code for the module.
@code MODULE_BEGIN( MyModule ) MODULE_SHUTDOWN { // Cleanup code goes here. } MODULE_END; @endcode 
Make sure this module is initialized after the module called "name".
@code MODULE_BEGIN( MyModule ) MODULE_SHUTDOWN_AFTER( MyOtherModule ) MODULE_END; @endcode 
Make sure this module is initialized before the module called "name".
@code MODULE_BEGIN( MyModule ) MODULE_SHUTDOWN_BEFORE( MyOtherModule ) MODULE_END; @endcode 
new 
This is macro new. 
This is macro NGROUPS_UMAX. 
nil 
This is macro nil. 
This is macro NO_MINMAX. 
This is macro NODE_RADIUS. 
turn off "deprecation" warnings 
This is macro NSShiftKeyMask. 
NULL 
eek. 
This is macro NUM_KEYS. 
This is macro NUMCHARSETMAP. 
This is macro OCULUS_USE_D3D. 
This is macro OCULUS_USE_GL. 
Returns the OculusVRDevice singleton. 
compiler is GCC 3 with minor version less than 4 
This is macro OffsetNonConst. 
! Helper macro called when AssertFatal failed. Used for help static code analyzers. 
This is macro opAND. 
This is macro opANDASN. 
This is macro opCAT. 
This is macro opCOLONCOLON. 
This is macro opDVASN. 
opEQ 
This is macro opEQ. 
opGE 
This is macro opGE. 
This is macro opINTNAME. 
This is macro opINTNAMER. 
opLE 
This is macro opLE. 
This is macro opMDASN. 
This is macro opMIASN. 
This is macro opMINUSMINUS. 
This is macro opMLASN. 
This is macro opMODASN. 
This is macro opNDASN. 
opNE 
This is macro opNE. 
This is macro opNTASN. 
opOR 
This is macro opOR. 
This is macro opORASN. 
This is macro opPLASN. 
This is macro opPLUSPLUS. 
This is macro opSHL. 
This is macro opSHR. 
This is macro opSLASN. 
This is macro opSRASN. 
This is macro opSTREQ. 
This is macro opSTRNE. 
This is macro opXORASN. 
This is macro OS_DLIBRARY_H. 
Use D3D9 for win32 
This is macro PARALLEL_PLANE. 
Returns the PostEffectManager singleton. 
Returns the PostEffectVis singleton. 
Helper macro for accessing the physics plugin. It will return NULL if no plugin is initialized. @see PhysicsPlugin 
This is macro PlaneSwitchCode. 
Let's just have this in a nice central location. Again, since every file will wind up including this file, we can affect compilation most effectively from this location. 
This is macro PLATFORM_GL_H. 
< Signals this platfrom is Little Endian 
This is macro PLATFORM_NET_ASYNC_H. 
This is macro PLATFORM_SDL_POPUPMENU_DATA_H. 
This is macro PNG_INTERNAL. 
< Epsilon for point types. 
This is macro PREF_DIR_GAME_NAME. 
these will be used to construct the user preference directory where created files will be stored (~/PREF_DIR_ROOT/PREF_DIR_GAME_NAME
Helper macro to preserve the current 1D texture binding. 
Helper macro to preserve the current 2D texture binding. 
Helper macro to preserve the current 3D texture binding. 
Helper macro to preserve the current element array binding. 
Helper macro to preserve the current 3D texture binding. 
This is macro PRESERVE_FRAMEBUFFER. 
Helper macro to preserve the current element array binding. 
This is macro PRESERVE_TEXTURE. 
Helper macro to preserve the current VBO binding. 
This is macro PROCESS_DEFAULT_ORDER. 
This is macro PROCESS_FIRST_ORDER. 
This is macro PROCESS_INPUT_ORDER. 
This is macro PROCESS_LAST_ORDER. 
This is macro PROCESS_NET_ORDER. 
This is macro PROCESS_RENDER_ORDER. 
This is macro PROCESS_TIME_ORDER. 
This is macro PROFILE_END. 
This is macro PROFILE_END_NAMED. 
This is macro PROFILE_SCOPE. 
This is macro PROFILE_START. 
This is macro PROFILER_DEBUG_POP_NODE. 
This is macro PROFILER_DEBUG_PUSH_NODE. 
Define a property on the current class.
A property named XXX must have a corresponding "getXXX" and/or "setXXX" accessor method defined on the class. If there is only a "setXXX" method, the property is write-only. If there is only a "getXXX", the property is read-only. If both are defined, the property is read-write.
If the accessors are static methods, the property is a static property. Otherwise it is an instance property.
The type of the property is determined by its accessor methods.
A getXXX method must take no arguments and return a value. A setXXX method must take one... more 
 
Support for adding properties to classes CONOBJECT style. 
This is macro PTRDIFF_MAX. 
WIN64 
Misc StdLib functions 
Returns the RazerHydraDevice singleton. 
Returns the LeapMotionFrameStore singleton. 
This is macro readOnly. 
read a vector of simple types -- over-writing any existing data 
read a vector of structs -- over-writing any existing data 
Returns the ReflectionManager singleton. 
VIDEO ENCODER REGISTRATION MACRO 
The intent behind this definition is that it'll catch
  • any uses of REJECT which flex missed.
 
This is macro rwASSERT. 
This is macro rwBREAK. 
This is macro rwCASE. 
This is macro rwCASEOR. 
This is macro rwCLASS. 
This is macro rwCONTINUE. 
This is macro rwDATABLOCK. 
This is macro rwDECLARE. 
This is macro rwDECLARESINGLETON. 
This is macro rwDEFAULT. 
This is macro rwDEFINE. 
rwDO 
This is macro rwDO. 
This is macro rwELSE. 
This is macro rwENDDEF. 
This is macro rwENDFOR. 
This is macro rwENDIF. 
This is macro rwENDWHILE. 
This is macro rwFOR. 
This is macro rwFOREACH. 
This is macro rwFOREACHSTR. 
This is macro rwGLOBAL. 
rwIF 
This is macro rwIF. 
rwIN 
This is macro rwIN. 
This is macro rwNAMESPACE. 
This is macro rwNIL. 
This is macro rwPACKAGE. 
This is macro rwRETURN. 
This is macro rwSWITCH. 
This is macro rwSWITCHSTR. 
This is macro rwWHILE. 
brief Safely delete an object and set the pointer to NULL
param a Object to delete see #SAFE_DELETE_ARRAY(), #SAFE_DELETE_OBJECT(), #SAFE_FREE(), #SAFE_FREE_REFERENCE() 
brief Safely delete an array and set the pointer to NULL
param a Array to delete see #SAFE_DELETE(), #SAFE_DELETE_OBJECT(), #SAFE_FREE(), #SAFE_FREE_REFERENCE() 
brief Safely delete a SimObject and set the pointer to NULL
param a Object to delete see #SAFE_DELETE_ARRAY(), #SAFE_DELETE(), #SAFE_FREE(), #SAFE_FREE_REFERENCE() 
brief Safely free memory and set the pointer to NULL
param a Pointer to memory to free see #SAFE_DELETE_ARRAY(), #SAFE_DELETE_OBJECT(), #SAFE_DELETE(), #SAFE_FREE_REFERENCE() 
brief Safely free a reference to a Message and set the pointer to NULL
param a Pointer to message to free see #SAFE_DELETE_ARRAY(), #SAFE_DELETE_OBJECT(), #SAFE_FREE(), #SAFE_DELETE() 
This is macro SAFE_RELEASE. 
This is macro SAMPLE. 
This is macro SAMPLE_FUNC. 
This is macro SAMPLE_MATRIX. 
This is macro SAMPLE_VECTOR. 
This is macro Screen. 
Disable screensaver 
This is macro SDL_INPUT_H. 
TODO SDL 
careful not to shift more than 31 times 
SF 
These macros currently define how black the shadows get Set the shift factor to zero results in totally black shadows. Be nice to have this dynamic... 
SF32 
This is macro SF32. 
SFX 
Less verbose macro for accessing the SFX singleton. This should be the prefered method for accessing the system.
@see SFXSystem @see SFXSystem::getSingleton() 
This is macro SFX_DELETE. 
Returns the ShaderGen singleton. 
This is macro SHADERMATPARAM_SET. 
Returns the ShadowMapManager singleton. 
Wildcard match used by the input system. 
This is macro SIG_ATOMIC_MAX. 
WIN64 
Datatypes 
This is macro SIMSET_SET_ASSOCIATION. 
WIN64 
This is macro SOCKET_ERROR. 
If defined, uses a separate file stream to read Vorbis sound data from the Ogg stream. This removes both the contention caused by concurrently streaming from a single master stream as well as the coupling between Theora reads and Vorbis reads that arises from multiplexing. 
define DEBUG_SPEW 
This is macro STATE_STACK_SIZE. 
This is macro STDCALL. 
This is macro STMT_SEP. 
This is macro STRATOM. 
These standard functions are not defined on Win32 and other Microsoft platforms... 
This is macro strcat_s. 
secure-CRT_functions are only available starting with VC8 
This is macro StringTable. 
This is macro strncasecmp. 
This is macro strtof. 
SUB 
This is macro SUB. 
T 
Temporary helper. Used to strip the return or argument types supplied in a function type down to the value type and thus account for the discrepancy between (argument/return) value types and engine types. Don't go for the base type as VC will not allow us to use abstract types even in return or argument positions of abstract function types (GCC allows it; not sure what the stance of the ANSI C++ standard towards this is). Also, while it may be tempting to go for the real return and argument value types here, this would lead to errors as these are... more 
This is macro T_GL_H. 
This is macro TAGATOM. 
 
Allow test fixtures named with a Fixture suffix, so that we can name tests after a class name rather than having to call them XXTest. 
Returns the GFXTextureManager singleton. Should only be called after the GFX device has been initialized. 
This is macro TEXT_MAG. 
CodeReview: This number is used for the declaration of variables, but it should *not* be used for any run-time purposes [7/2/2007 Pat] 
 
This is macro TickSec. 
This is macro TORQUE_ALLOC_STORAGE. 
@file Structures for function-type engine export information. 
This is macro TORQUE_BIG_ENDIAN. 
Compiler Version 
Compiler Version 
This is macro TORQUE_COMPILER_MINGW. 
MSC_VER >= 1200 
Compiler Version 
@ingroup preprocess_helpers This command concatenates two tokens in a way that will work with things such as __LINE__. @hideinitializer 
< Used to declare signed 64 bit constants @hideinitializer 
< Used to declare unsigned 64 bit constants @hideinitializer 
This is macro TORQUE_CORE_UTIL_PREPROCESSORHELPERS_H_. 
This is macro TORQUE_CPU_PPC. 
Identify the CPU 
This is macro TORQUE_CPU_X64. 
This is macro TORQUE_CPU_X86. 
If using the IDE detect if DEBUG build was requested 
Macro to do in-line debug breaks, used for asserts. Does inline assembly when possible. 
Endian conversions 
This is macro TORQUE_ENABLE_UTF16_CACHE. 
Since we can build different engine "products" out of the same base engine source we need a way to differentiate which product this particular game is using.
TGE 0001 TGEA 0002 TGB 0003 TGEA 360 0004 TGE WII 0005 Torque 3D 0006 Torque 3D MIT 0007 
TEMP 
This is macro TORQUE_FMOD_STATIC. 
This is our global version number for the engine source code that we are using. See /source/torqueConfig.h for the game's source code version, the game name, and which type of game it is (TGB, TGE, TGEA, etc.).
Version number is major * 1000 + minor * 100 + revision * 10. 
Human readable engine version string. 
This is macro TORQUE_GFX_GL_GFXGLUTILS_H_. 
This is macro TORQUE_GFX_UTIL_GFXFRUSTUMSAVER_H_. 
asm not yet supported with clang 
This is macro TORQUE_OS_FREEBSD. 
 
 
This is macro TORQUE_OS_OPENBSD. 
This is macro TORQUE_OS_PS3. 
Identify the Operating System 
This is macro TORQUE_OS_WIN. 
This is macro TORQUE_OS_WIN32. 
This is macro TORQUE_OS_WIN64. 
This is macro TORQUE_OS_XBOX. 
This is macro TORQUE_OS_XENON. 
This is macro TORQUE_PROFILE_AT_ENGINE_START. 
This is macro TORQUE_SUPPORTS_GCC_INLINE_X86_ASM. 
This is macro TORQUE_SUPPORTS_NASM. 
This is macro TORQUE_SUPPORTS_VC_INLINE_X86_ASM. 
This is macro TORQUE_TMM_ARGS. 
Memory functions 
This is macro TORQUE_TMM_LOC. 
This is macro TORQUE_TYPES_LINT_H_. 
This is macro TORQUE_UNUSED. 
This is macro TORQUE_USE_WINSOCK. 
 
This is macro TS_OVERLAY_SCREEN_WIDTH. 
TSSortedMesh assembly/dissembly methods used for transfer to/from memory buffers 
This is macro TSDetail. 
This is macro TSNode. 
This is macro TSObject. 
This is macro TSSequence. 
TTAG 
This is macro TTAG. 
This is macro TYPEIDENT. 
This is macro UINT_FAST16_MAX. 
This is macro UINT_FAST32_MAX. 
This is macro UINT_FAST64_MAX. 
This is macro UINT_FAST8_MAX. 
This is macro UINT_LEAST16_MAX. 
This is macro UINT_LEAST32_MAX. 
This is macro UINT_LEAST64_MAX. 
This is macro UINT_LEAST8_MAX. 
This is macro UINT16_C. 
This is macro UINT16_MAX. 
This is macro UINT32_C. 
This is macro UINT32_MAX. 
This is macro UINT64_C. 
This is macro UINT64_MAX. 
This is macro UINT8_C. 
This is macro UINT8_MAX. 
This is macro UINTMAX_MAX. 
This is macro UINTPTR_MAX. 
This is macro UNARY. 
This is macro UNCLAMPROT. 
This is macro unput. 
Set this to what your compiler uses for 64 bit data type 
This is macro USE_UNDOCUMENTED_GROUP. 
set the following to the number of 100ns ticks of the actual resolution of your system's clock 
This is macro V_SHADER_PARAM_OFFSET. 
These two asserts I found myself wanting a lot when doing interface methods 
This is macro VALIDATE_LOOKUPTABLE. 
VAR 
This is macro VAR. 
Use the following macro to bind a vector to a particular line of the owning class for memory tracking purposes 
Returns the VideoCapture singleton. 
This standard function is not defined when compiling with VC7... 
WCHAR_MIN and WCHAR_MAX are also defined in  
define macros required for ConvexDecomp headers 
Grab the win32 headers so we can access QPC 
This doesn't appear to exist in some contexts, so let's just add it. 
Returns the ReflectionManager singleton. 
This is macro Window. 
Global macro 
This is macro WINT_MAX. 
Matrix stuff 
This is macro writeOnly. 
This is macro WRITESTR. 
This is macro writeVectorSimple. 
write a vector of simple types (minus the first 'm') 
same as above with m=0 
write a vector of structs (minus the first 'm') 
Default to 24% of the +/- 32767 range. This is a reasonable default value but can be altered if needed. 
XInput handles up to 4 controllers 
This is macro YY_ARGS. 
This is macro YY_AT_BOL. 
Size of default input buffer. 
This is macro yy_create_buffer. 
We provide macros for accessing buffer states in case in the
  • future we want to put the buffer states in a more general
  • "scanner state".
 
This is macro yy_delete_buffer. 
Done after the current pattern has been matched and before the
  • corresponding action - sets up yytext.
 
This is macro YY_END_OF_BUFFER. 
This is macro YY_END_OF_BUFFER_CHAR. 
This is macro YY_EXIT_FAILURE. 
This is macro yy_flex_debug. 
This is macro YY_FLEX_MAJOR_VERSION. 
This is macro YY_FLEX_MINOR_VERSION. 
This is macro yy_flush_buffer. 
This is macro YY_FLUSH_BUFFER. 
This is macro yy_init_buffer. 
Wrap our getc, so that lex doesn't try to do its own buffering/file IO. 
This is macro yy_load_buffer_state. 
This is macro YY_MORE_ADJ. 
This is macro YY_NEVER_INTERACTIVE. 
This is macro yy_new_buffer. 
Special action meaning "start processing a new file". 
This is macro YY_NO_POP_STATE. 
This is macro YY_NO_PUSH_STATE. 
This is macro YY_NO_TOP_STATE. 
This is macro YY_NO_UNISTD_H. 
Returned upon end-of-file
This is macro YY_NUM_RULES. 
This is macro YY_PROTO. 
Promotes a possibly negative, possibly signed char to an unsigned
  • integer for use as an array index. If the signed char is negative,
  • we want to instead treat it as an 8-bit unsigned char, hence the
  • double cast.
 
This is macro yy_scan_buffer. 
This is macro yy_scan_bytes. 
This is macro yy_scan_string. 
This is macro yy_set_bol. 
This is macro yy_set_interactive. 
Translate the current start state into a value that can be later handed  
Action number for EOF rule of a given start state. 
This is macro yy_switch_to_buffer. 
The "const" storage-class-modifier is valid. 
This is macro YYABORT. 
This is macro YYACCEPT. 
This is macro YYBACKUP. 
Identify Bison output. 
This is macro yyclearin. 
This is macro yyconst. 
This is macro YYDEBUG. 
This is macro YYEMPTY. 
This is macro YYEOF. 
This is macro YYERRCODE. 
 
This is macro yyerror. 
This is macro YYERROR. 
Like YYERROR except do call yyerror. This remains here temporarily to ease the transition to the new meaning of YYERROR, for GCC. Once GCC version 2 has supplanted version 1, this can go. 
This is macro YYFINAL. 
This is macro YYFLAG. 
YYINITDEPTH indicates the initial size of the parser's stacks 
This is macro YYLAST. 
Return all but the first 'n' matched characters back to the input stream. 
This is macro yylex. 
not YYLSP_NEEDED 
flex --nounput -o CMDscan.cpp -P CMD CMDscan.l 
This is macro YYLTYPE. 
This is macro YYMAXDEPTH. 
This is macro yymore. 
This is macro YYNTBASE. 
This is macro YYPARSE_PARAM. 
The user can define YYPARSE_PARAM as the name of an argument to be passed into yyparse. The argument should have type void *. It should actually point to an object. Grammar actions can access the variable by casting it to the proper pointer type. 
This is macro YYRECOVERING. 
This is macro yyrestart. 
This is macro YYSSIZE. 
This is macro YYSTATE. 
This is macro YYTERROR. 
This is macro yytext_ptr. 
This is macro YYTRANSLATE. 
This is macro yywrap. 
This is macro ZC_CRC32. 
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