Adapting both GLES drivers to new addHighLevelShaderMaterial interfaces.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@5890 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
Removed unnecessary glFinish call on OSX platform. Thanks devonsoft for report this bug.
Merge near identical code in CTriangleSelector::createFromMesh and CTriangleSelector::updateFromMesh (createFromMesh now using updateFromMesh).
vector2d::equals now has an tolerance parameter for passing the epsilon (like vector3d has already). Note that this changes the default behavior of vector2d::equals as well as functions using it like the operators for ==, !=, <, >, <=, >= when using vector2d with f64 as the tolerance is increased in that case (for f32 and integer values it shouldn't make any difference).
line2d::intersectWith has a new parameter to allow ignoring intersections with coincident lines
Revert VS10 project file to previous version as it got accidentally checked in with static linking enabled (sorry).
Fix more typos in documentation and add a little more docs (thx @Yoran for reporting).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@4647 dfc29bdd-3216-0410-991c-e03cc46cb475