Some code doc updates by Dorth.
git-svn-id: http://svn.code.sf.net/p/irrlicht/code/trunk@1040 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -64,7 +64,7 @@ namespace scene
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//! This value will never be returned by ISceneManager::getSceneNodeRenderPass().
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//! The scene manager will determine by itself if an object is
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//! transparent or solid and register the object as SNRT_TRANSPARENT or
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//! SNRT_SOLD automaticly if you call registerNodeForRendering with this
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//! SNRT_SOLD automatically if you call registerNodeForRendering with this
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//! value (which is default). Note that it will register the node only as ONE type.
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//! If your scene node has both solid and transparent material types register
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//! it twice (one time as SNRT_SOLID, the other time as SNRT_TRANSPARENT) and
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@ -35,7 +35,7 @@ namespace video
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EBF_SRC_ALPHA_SATURATE // src (min(srcA, 1-destA), idem, ...)
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};
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//! MaterialTypeParam: eg. DirectX: D3DTOP_MODULATE, D3DTOP_MODULATE2X, D3DTOP_MODULATE4X
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//! MaterialTypeParam: e.g. DirectX: D3DTOP_MODULATE, D3DTOP_MODULATE2X, D3DTOP_MODULATE4X
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enum E_MODULATE_FUNC
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{
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EMFN_MODULATE_1X = 1,
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@ -166,12 +166,12 @@ namespace video
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\endcode */
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f32 Shininess;
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//! Free parameter dependend on the material type.
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//! Free parameter, dependent on the material type.
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/** Mostly ignored, used for example in EMT_PARALLAX_MAP_SOLID
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and EMT_TRANSPARENT_ALPHA_CHANNEL. */
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f32 MaterialTypeParam;
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//! Second free parameter dependend on the material type.
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//! Second free parameter, dependent on the material type.
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/** Mostly ignored. */
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f32 MaterialTypeParam2;
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@ -197,16 +197,16 @@ namespace video
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bool Lighting;
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//! Is the ZBuffer enabled? Default: true
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//! Changed from Bool to Integer
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//! Changed from bool to integer
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// ( 0 == ZBuffer Off, 1 == ZBuffer LessEqual, 2 == ZBuffer Equal )
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u32 ZBuffer;
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//! May be written to the zbuffer or is it readonly.
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//! Is the zbuffer writeable or is it read-only.
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/** Default: 1 This flag is ignored, if the MaterialType
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is a transparent type. */
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bool ZWriteEnable;
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//! Is backfaceculling enabled? Default: true
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//! Is backface culling enabled? Default: true
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bool BackfaceCulling;
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//! Is fog enabled? Default: false
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@ -8,7 +8,7 @@
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_GUI_
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// headerfile generated by Bin2H, copyright 2002 by N.Gebhardt.
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// header file generated by Bin2H, copyright 2002 by N.Gebhardt.
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// Bin2H is Freeware. Download it freely from www.code3d.com.
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// for the source bitmap, see builtInFont.bmp
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@ -99,14 +99,14 @@ IGUIElement* CDefaultGUIElementFactory::addGUIElement(const c8* typeName, IGUIEl
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}
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//! returns amount of element types this factory is able to create
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//! Returns the amount of element types this factory is able to create.
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s32 CDefaultGUIElementFactory::getCreatableGUIElementTypeCount() const
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{
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return EGUIET_COUNT;
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}
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//! returns type of a createable element type
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//! Returns the type of a createable element type.
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EGUI_ELEMENT_TYPE CDefaultGUIElementFactory::getCreateableGUIElementType(s32 idx) const
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{
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if (idx>=0 && idx<EGUIET_COUNT)
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@ -116,7 +116,7 @@ EGUI_ELEMENT_TYPE CDefaultGUIElementFactory::getCreateableGUIElementType(s32 idx
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}
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//! returns type name of a createable element type
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//! Returns the type name of a createable element type.
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const c8* CDefaultGUIElementFactory::getCreateableGUIElementTypeName(s32 idx) const
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{
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if (idx>=0 && idx<EGUIET_COUNT)
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@ -126,7 +126,7 @@ const c8* CDefaultGUIElementFactory::getCreateableGUIElementTypeName(s32 idx) co
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}
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//! returns type name of a createable element type
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//! Returns the type name of a createable element type.
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const c8* CDefaultGUIElementFactory::getCreateableGUIElementTypeName(EGUI_ELEMENT_TYPE type) const
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{
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// for this factory, type == index
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@ -17,41 +17,41 @@ namespace gui
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class IGUIElement;
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class IGUIEnvironment;
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//! Interface making it possible to dynamicly create gui elements
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//! This interface makes it possible to dynamically create gui elements.
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class CDefaultGUIElementFactory : public IGUIElementFactory
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{
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public:
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CDefaultGUIElementFactory(IGUIEnvironment* env);
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//! adds an element to the gui environment based on its type id
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//! Adds an element to the gui environment based on its type id.
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/** \param type: Type of the element to add.
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\param parent: Parent scene node of the new element, can be null to add to the root.
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\return Returns pointer to the new element or null if not successful. */
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\param parent: Parent scene node of the new element. A value of 0 adds it to the root.
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\return Returns pointer to the new element or 0 if unsuccessful. */
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virtual IGUIElement* addGUIElement(EGUI_ELEMENT_TYPE type, IGUIElement* parent=0);
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//! adds a GUI element to the GUI Environment based on its type name
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/** \param typeName: Type name of the element to add.
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\param parent: Parent scene node of the new element, can be null to add it to the root.
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\return Returns pointer to the new element or null if not successful. */
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//! Adds a GUI element to the GUI Environment based on its type name.
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/** \param typeName: Type name of the element to add. Taken from the GUIElementTypeNames c8* array.
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\param parent: Parent scene node of the new element. A value of 0 adds it to the root.
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\return Returns pointer to the new element or 0 if unsuccessful. */
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virtual IGUIElement* addGUIElement(const c8* typeName, IGUIElement* parent=0);
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//! returns amount of GUI element types this factory is able to create
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//! Returns the amount of GUI element types this factory is able to create.
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virtual s32 getCreatableGUIElementTypeCount() const;
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//! returns type of a createable element type
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/** \param idx: Index of the element type in this factory. Must be a value between 0 and
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getCreatableGUIElementTypeCount() */
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//! Returns the type of a createable GUI element type based on the index.
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/** \param idx: Index of the element type in this factory. The value must be equal or greater than 0
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and lower than getCreatableGUIElementTypeCount(). */
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virtual EGUI_ELEMENT_TYPE getCreateableGUIElementType(s32 idx) const;
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//! returns type name of a createable GUI element type by index
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/** \param idx: Index of the type in this factory. Must be a value between 0 and
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getCreatableGUIElementTypeCount() */
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//! Returns the type name of a createable GUI element type based on the index.
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/** \param idx: Index of the element type in this factory. The value must be equal or greater than 0
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and lower than getCreatableGUIElementTypeCount(). */
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virtual const c8* getCreateableGUIElementTypeName(s32 idx) const;
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//! returns type name of a createable GUI element
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/** \param type: Type of GUE element.
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\return: Returns name of the type if this factory can create the type, otherwise 0. */
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//! Returns the type name of a createable GUI element based on its type.
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/** \param type: Type of the GUI element.
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\return: Returns the name of the type if this factory can create it, otherwise it returns 0. */
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virtual const c8* getCreateableGUIElementTypeName(EGUI_ELEMENT_TYPE type) const;
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private:
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@ -29,11 +29,11 @@ CGUIButton::CGUIButton(IGUIEnvironment* environment, IGUIElement* parent,
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#endif
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setNotClipped(noclip);
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// reset sprites
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// Initialize the sprites.
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for (u32 i=0; i<EGBS_COUNT; ++i)
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ButtonSprites[i].Index = -1;
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// this element can be tabbed to
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// This element can be tabbed.
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setTabStop(true);
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setTabOrder(-1);
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}
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@ -318,7 +318,7 @@ void CGUIButton::setImage(video::ITexture* image)
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setPressedImage(Image);
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}
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//! Sets an image which should be displayed on the button when it is in normal state.
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//! Sets the image which should be displayed on the button when it is in its normal state.
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void CGUIButton::setImage(video::ITexture* image, const core::rect<s32>& pos)
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{
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if (Image)
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@ -348,7 +348,7 @@ void CGUIButton::setPressedImage(video::ITexture* image)
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PressedImage->grab();
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}
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//! Sets an image which should be displayed on the button when it is in pressed state.
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//! Sets the image which should be displayed on the button when it is in its pressed state.
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void CGUIButton::setPressedImage(video::ITexture* image, const core::rect<s32>& pos)
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{
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if (PressedImage)
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@ -479,7 +479,7 @@ public:
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if (Driver->queryFeature(EVDF_MULTITEXTURE))
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{
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// detailmap
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// detail map
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Driver->extGlActiveTexture(GL_TEXTURE1_ARB);
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@ -260,7 +260,7 @@ void COpenGLNormalMapRenderer::OnSetConstants(IMaterialRendererServices* service
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core::matrix4 tr(worldViewProj.getTransposed());
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services->setVertexShaderConstant(tr.pointer(), 8, 4);
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// here we've got to fetch the fixed function lights from the driver
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// here we fetch the fixed function lights from the driver
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// and set them as constants
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u32 cnt = driver->getDynamicLightCount();
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@ -216,7 +216,7 @@ COpenGLParallaxMapRenderer::COpenGLParallaxMapRenderer(video::COpenGLDriver* dri
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CallBack = this;
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// basicly, this thing simply compiles these hardcoded shaders if the
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// basically, this simply compiles the hard coded shaders if the
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// hardware is able to do them, otherwise it maps to the base material
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if (!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1) ||
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@ -317,7 +317,7 @@ void COpenGLParallaxMapRenderer::OnSetConstants(IMaterialRendererServices* servi
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core::matrix4 tr(worldViewProj.getTransposed());
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services->setVertexShaderConstant(tr.pointer(), 8, 4);
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// here we've got to fetch the fixed function lights from the driver
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// here we fetch the fixed function lights from the driver
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// and set them as constants
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u32 cnt = driver->getDynamicLightCount();
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@ -80,7 +80,7 @@ void COpenGLShaderMaterialRenderer::init(s32& outMaterialTypeNr, const c8* verte
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if (!createPixelShader(pixelShaderProgram))
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return;
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// register myself as new material
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// register as a new material
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outMaterialTypeNr = Driver->addMaterialRenderer(this);
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}
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