Merge revisions 1495:1497 from 1.4 branch. GUIImage fix by CuteAlien. Default value changes in particle system and scene manager.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1498 dfc29bdd-3216-0410-991c-e03cc46cb475master
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@ -10,8 +10,6 @@ Changes in version 1.5 (... 2008)
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- Enable use of other meshes for shadow mesh generation, can be used to speed up shadow generation and rendering for complex meshes. Patch based on a version by tonic.
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- Fixed Software renderer color flicker, was a signed shift bug I believe.
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- Fixed usage of SIrrCreationParameters struct, which dind't have copy constructor and assignment operator anymore, since the Irrlicht version string was made const.
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- New glext.h (version 40)
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@ -204,6 +202,10 @@ Changes in version 1.5 (... 2008)
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-------------------------------------------
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Changes in version 1.4.2 (x.x.2008)
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- Fixed rounding problem in getScreenCoordinatesFrom3DPosition
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- Fixed Software renderer color flicker, was a shift bug I believe.
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- irrMap fix to make root node always black, by rogerborg.
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- Possible core dump fixed in particle system node, by CuteAlien.
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@ -130,7 +130,7 @@ public:
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it any more, see IReferenceCounted::drop() for more informations. */
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virtual IParticleAnimatedMeshSceneNodeEmitter* createAnimatedMeshSceneNodeEmitter(
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scene::IAnimatedMeshSceneNode* node, bool useNormalDirection = true,
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const core::vector3df& direction = core::vector3df(0.0f,0.0f,0.0f),
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const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
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f32 normalDirectionModifier = 100.0f, s32 mbNumber = -1,
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bool everyMeshVertex = false,
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u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10,
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@ -200,7 +200,7 @@ public:
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const core::vector3df& center, f32 radius,
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const core::vector3df& normal, f32 length,
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bool outlineOnly = false,
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const core::vector3df& direction = core::vector3df(0.0f,0.0f,0.0f),
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const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
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u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10,
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const video::SColor& minStartColor = video::SColor(255,0,0,0),
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const video::SColor& maxStartColor = video::SColor(255,255,255,255),
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@ -246,7 +246,7 @@ public:
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it any more, see IReferenceCounted::drop() for more informations. */
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virtual IParticleMeshEmitter* createMeshEmitter(
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scene::IMesh* mesh, bool useNormalDirection = true,
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const core::vector3df& direction = core::vector3df(0.0f,0.0f,0.0f),
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const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
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f32 normalDirectionModifier = 100.0f, s32 mbNumber = -1,
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bool everyMeshVertex = false,
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u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10,
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@ -1015,9 +1015,10 @@ namespace scene
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and the animator will animate it.
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If you no longer need the animator, you should call ISceneNodeAnimator::drop().
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See IReferenceCounted::drop() for more information. */
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virtual ISceneNodeAnimator* createFlyCircleAnimator(const core::vector3df& center,
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f32 radius, f32 speed=0.001f,
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const core::vector3df& direction=core::vector3df ( 0.f, 1.f, 0.f ) ) = 0;
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virtual ISceneNodeAnimator* createFlyCircleAnimator(
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const core::vector3df& center=core::vector3df(0.f,0.f,0.f),
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f32 radius=100.f, f32 speed=0.001f,
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const core::vector3df& direction=core::vector3df(0.f, 1.f, 0.f)) = 0;
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//! Creates a fly straight animator, which lets the attached scene node fly or move along a line between two points.
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/** \param startPoint: Start point of the line.
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@ -40,6 +40,9 @@ CGUIImage::~CGUIImage()
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//! sets an image
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void CGUIImage::setImage(video::ITexture* image)
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{
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if (image == Texture)
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return;
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if (Texture)
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Texture->drop();
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@ -60,7 +60,7 @@ public:
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//! Creates a particle emitter for an animated mesh scene node
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virtual IParticleAnimatedMeshSceneNodeEmitter* createAnimatedMeshSceneNodeEmitter(
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scene::IAnimatedMeshSceneNode* node, bool useNormalDirection = true,
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const core::vector3df& direction = core::vector3df(0.0f,0.0f,0.0f),
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const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
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f32 normalDirectionModifier = 100.0f, s32 mbNumber = -1,
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bool everyMeshVertex = false, u32 minParticlesPerSecond = 5,
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u32 maxParticlesPerSecond = 10,
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@ -84,7 +84,7 @@ public:
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virtual IParticleCylinderEmitter* createCylinderEmitter(
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const core::vector3df& center, f32 radius,
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const core::vector3df& normal, f32 length,
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bool outlineOnly = false, const core::vector3df& direction = core::vector3df(0.0f,0.0f,0.0f),
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bool outlineOnly = false, const core::vector3df& direction = core::vector3df(0.0f,0.5f,0.0f),
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u32 minParticlesPerSecond = 5, u32 maxParticlesPersSecond = 10,
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const video::SColor& minStartColor = video::SColor(255,0,0,0),
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const video::SColor& maxStartColor = video::SColor(255,255,255,255),
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@ -94,7 +94,7 @@ public:
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//! Creates a mesh particle emitter.
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virtual IParticleMeshEmitter* createMeshEmitter(
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scene::IMesh* mesh, bool useNormalDirection = true,
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const core::vector3df& direction = core::vector3df(0.0f,0.0f,0.0f),
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const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
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f32 normalDirectionModifier = 100.0f, s32 mbNumber = -1,
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bool everyMeshVertex = false,
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u32 minParticlesPerSecond = 5,
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@ -1379,10 +1379,11 @@ ISceneNodeAnimator* CSceneManager::createRotationAnimator(const core::vector3df&
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//! creates a fly circle animator, which lets the attached scene node fly around a center.
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ISceneNodeAnimator* CSceneManager::createFlyCircleAnimator(
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const core::vector3df& normal, f32 radius, f32 speed,
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const core::vector3df& center, f32 radius, f32 speed,
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const core::vector3df& direction)
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{
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ISceneNodeAnimator* anim = new CSceneNodeAnimatorFlyCircle(os::Timer::getTime(), normal,
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ISceneNodeAnimator* anim = new CSceneNodeAnimatorFlyCircle(
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os::Timer::getTime(), center,
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radius, speed, direction);
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return anim;
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}
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@ -276,13 +276,16 @@ namespace scene
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//! and the animator will animate it.
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virtual ISceneNodeAnimator* createRotationAnimator(const core::vector3df& rotationPerSecond);
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//! creates a fly circle animator, which lets the attached scene node fly
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//! around a center. The center is the position of the scene node.
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//! \param rotationSpeed:
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//! \return Returns the animator. Attach it to a scene node with ISceneNode::addAnimator()
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//! and the animator will animate it.
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virtual ISceneNodeAnimator* createFlyCircleAnimator(const core::vector3df& normal, f32 radius, f32 speed,
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const core::vector3df& direction);
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//! creates a fly circle animator
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/** Lets the attached scene node fly around a center.
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\param center Center relative to node origin
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\param speed rotation speed
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\return Animator. Attach it to a scene node with ISceneNode::addAnimator()
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and the animator will animate it. */
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virtual ISceneNodeAnimator* createFlyCircleAnimator(
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const core::vector3df& center=core::vector3df(0.f, 0.f, 0.f),
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f32 radius=100.f, f32 speed=0.001f,
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const core::vector3df& direction=core::vector3df(0.f, 1.f, 0.f));
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//! Creates a fly straight animator, which lets the attached scene node
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//! fly or move along a line between two points.
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