#ifndef RENDERING_SERVER_CONSTANTS_H
#define RENDERING_SERVER_CONSTANTS_H

/*************************************************************************/
/*  rendering_server_constants.h                                         */
/*************************************************************************/
/*                         This file is part of:                         */
/*                          PANDEMONIUM ENGINE                           */
/*             https://github.com/Relintai/pandemonium_engine            */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar.                              */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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/*************************************************************************/

// Use for constants etc that need not be included as often as VisualServer.h
// to reduce dependencies and prevent slow compilation.

// This is a "cheap" include, and can be used from scene side code as well as servers.

// Uncomment to provide comparison of node culling versus item culling
// #define RENDERING_SERVER_CANVAS_TIME_NODE_CULLING

// N.B. ONLY allow these defined in DEV_ENABLED builds, they will slow
// performance, and are only necessary to use for debugging.
#ifdef DEV_ENABLED

// Uncomment this define to store canvas item names in VisualServerCanvas.
// This is relatively expensive, but is invaluable for debugging the canvas scene tree
// especially using _print_tree() in VisualServerCanvas.
// #define RENDERING_SERVER_CANVAS_DEBUG_ITEM_NAMES

// Uncomment this define to verify local bounds of canvas items,
// to check that the hierarchical culling is working correctly.
// This is expensive.
// #define RENDERING_SERVER_CANVAS_CHECK_BOUNDS

#endif // DEV_ENABLED

#endif // RENDERING_SERVER_CONSTANTS_H