- Allow to create images with floating point formats.
- No longer set world transform twice in CMeshSceneNode.
- Add IMaterialRenderer::getShaderConstantSetCallBack to allow access to user provided shader callbacks.
- Reset blend and alphatest states in GL and GLSL shader materials.
- Fix memory leak in OpenGL for automatic generated rendertarget depthbuffer textures.
- Remove .aps file from source control.
- Get rid of compile warnings in CAnimatedMeshHalfLife.cpp
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@5683 dfc29bdd-3216-0410-991c-e03cc46cb475
Sorry, accidentally only the android sub-folder got checked-in and the rest was missing.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@5366 dfc29bdd-3216-0410-991c-e03cc46cb475
The whole implementation of the new driver was provided by the folks from Amundis (http://amundis.fr/index.php?lang=en). There are more projects to come from them. Many thanks to Thibault and his colleagues for providing the code for inclusion in the engine.
Please note that you have to remove not only the OpenGL driver (automatically done in IrrCompileConfig once the ogl-es driver is enabled there), but also the linking against the opengl32.lib in the project files. Otherwise no rendering will happen.
Also note that the driver currently does not support all features of the engine. Some materials are not fully working, the shadow system seems to be missing, and the mipmapping is broken. These things will be fixed in future bug fixes.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@3370 dfc29bdd-3216-0410-991c-e03cc46cb475