Add SVN property and fix eol style

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4051 dfc29bdd-3216-0410-991c-e03cc46cb475
master
hybrid 2012-01-22 14:56:31 +00:00
parent 3e71d976f8
commit 0d8a27f7e8
3 changed files with 247 additions and 247 deletions

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@ -1,101 +1,101 @@
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_ATTRIBUTES_H_INCLUDED__
#define __E_ATTRIBUTES_H_INCLUDED__
namespace irr
{
namespace io
{
//! Types of attributes available for IAttributes
enum E_ATTRIBUTE_TYPE
{
// integer attribute
EAT_INT = 0,
// float attribute
EAT_FLOAT,
// string attribute
EAT_STRING,
// boolean attribute
EAT_BOOL,
// enumeration attribute
EAT_ENUM,
// color attribute
EAT_COLOR,
// floating point color attribute
EAT_COLORF,
// 3d vector attribute
EAT_VECTOR3D,
// 2d position attribute
EAT_POSITION2D,
// vector 2d attribute
EAT_VECTOR2D,
// rectangle attribute
EAT_RECT,
// matrix attribute
EAT_MATRIX,
// quaternion attribute
EAT_QUATERNION,
// 3d bounding box
EAT_BBOX,
// plane
EAT_PLANE,
// 3d triangle
EAT_TRIANGLE3D,
// line 2d
EAT_LINE2D,
// line 3d
EAT_LINE3D,
// array of stringws attribute
EAT_STRINGWARRAY,
// array of float
EAT_FLOATARRAY,
// array of int
EAT_INTARRAY,
// binary data attribute
EAT_BINARY,
// texture reference attribute
EAT_TEXTURE,
// user pointer void*
EAT_USER_POINTER,
// dimension attribute
EAT_DIMENSION2D,
// known attribute type count
EAT_COUNT,
// unknown attribute
EAT_UNKNOWN
};
} // end namespace io
} // end namespace irr
#endif
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_ATTRIBUTES_H_INCLUDED__
#define __E_ATTRIBUTES_H_INCLUDED__
namespace irr
{
namespace io
{
//! Types of attributes available for IAttributes
enum E_ATTRIBUTE_TYPE
{
// integer attribute
EAT_INT = 0,
// float attribute
EAT_FLOAT,
// string attribute
EAT_STRING,
// boolean attribute
EAT_BOOL,
// enumeration attribute
EAT_ENUM,
// color attribute
EAT_COLOR,
// floating point color attribute
EAT_COLORF,
// 3d vector attribute
EAT_VECTOR3D,
// 2d position attribute
EAT_POSITION2D,
// vector 2d attribute
EAT_VECTOR2D,
// rectangle attribute
EAT_RECT,
// matrix attribute
EAT_MATRIX,
// quaternion attribute
EAT_QUATERNION,
// 3d bounding box
EAT_BBOX,
// plane
EAT_PLANE,
// 3d triangle
EAT_TRIANGLE3D,
// line 2d
EAT_LINE2D,
// line 3d
EAT_LINE3D,
// array of stringws attribute
EAT_STRINGWARRAY,
// array of float
EAT_FLOATARRAY,
// array of int
EAT_INTARRAY,
// binary data attribute
EAT_BINARY,
// texture reference attribute
EAT_TEXTURE,
// user pointer void*
EAT_USER_POINTER,
// dimension attribute
EAT_DIMENSION2D,
// known attribute type count
EAT_COUNT,
// unknown attribute
EAT_UNKNOWN
};
} // end namespace io
} // end namespace irr
#endif

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@ -1,56 +1,56 @@
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_PRIMITIVE_TYPES_H_INCLUDED__
#define __E_PRIMITIVE_TYPES_H_INCLUDED__
namespace irr
{
namespace scene
{
//! Enumeration for all primitive types there are.
enum E_PRIMITIVE_TYPE
{
//! All vertices are non-connected points.
EPT_POINTS=0,
//! All vertices form a single connected line.
EPT_LINE_STRIP,
//! Just as LINE_STRIP, but the last and the first vertex is also connected.
EPT_LINE_LOOP,
//! Every two vertices are connected creating n/2 lines.
EPT_LINES,
//! After the first two vertices each vertex defines a new triangle.
//! Always the two last and the new one form a new triangle.
EPT_TRIANGLE_STRIP,
//! After the first two vertices each vertex defines a new triangle.
//! All around the common first vertex.
EPT_TRIANGLE_FAN,
//! Explicitly set all vertices for each triangle.
EPT_TRIANGLES,
//! After the first two vertices each further tw vetices create a quad with the preceding two.
EPT_QUAD_STRIP,
//! Every four vertices create a quad.
EPT_QUADS,
//! Just as LINE_LOOP, but filled.
EPT_POLYGON,
//! The single vertices are expanded to quad billboards on the GPU.
EPT_POINT_SPRITES
};
} // end namespace scene
} // end namespace irr
#endif
// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_PRIMITIVE_TYPES_H_INCLUDED__
#define __E_PRIMITIVE_TYPES_H_INCLUDED__
namespace irr
{
namespace scene
{
//! Enumeration for all primitive types there are.
enum E_PRIMITIVE_TYPE
{
//! All vertices are non-connected points.
EPT_POINTS=0,
//! All vertices form a single connected line.
EPT_LINE_STRIP,
//! Just as LINE_STRIP, but the last and the first vertex is also connected.
EPT_LINE_LOOP,
//! Every two vertices are connected creating n/2 lines.
EPT_LINES,
//! After the first two vertices each vertex defines a new triangle.
//! Always the two last and the new one form a new triangle.
EPT_TRIANGLE_STRIP,
//! After the first two vertices each vertex defines a new triangle.
//! All around the common first vertex.
EPT_TRIANGLE_FAN,
//! Explicitly set all vertices for each triangle.
EPT_TRIANGLES,
//! After the first two vertices each further tw vetices create a quad with the preceding two.
EPT_QUAD_STRIP,
//! Every four vertices create a quad.
EPT_QUADS,
//! Just as LINE_LOOP, but filled.
EPT_POLYGON,
//! The single vertices are expanded to quad billboards on the GPU.
EPT_POINT_SPRITES
};
} // end namespace scene
} // end namespace irr
#endif

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@ -1,90 +1,90 @@
#ifndef __E_SHADER_TYPES_H_INCLUDED__
#define __E_SHADER_TYPES_H_INCLUDED__
#include "irrTypes.h"
namespace irr
{
namespace video
{
//! Compile target enumeration for the addHighLevelShaderMaterial() method.
enum E_VERTEX_SHADER_TYPE
{
EVST_VS_1_1 = 0,
EVST_VS_2_0,
EVST_VS_2_a,
EVST_VS_3_0,
EVST_VS_4_0,
EVST_VS_4_1,
EVST_VS_5_0,
//! This is not a type, but a value indicating how much types there are.
EVST_COUNT
};
//! Names for all vertex shader types, each entry corresponds to a E_VERTEX_SHADER_TYPE entry.
const c8* const VERTEX_SHADER_TYPE_NAMES[] = {
"vs_1_1",
"vs_2_0",
"vs_2_a",
"vs_3_0",
"vs_4_0",
"vs_4_1",
"vs_5_0",
0 };
//! Compile target enumeration for the addHighLevelShaderMaterial() method.
enum E_PIXEL_SHADER_TYPE
{
EPST_PS_1_1 = 0,
EPST_PS_1_2,
EPST_PS_1_3,
EPST_PS_1_4,
EPST_PS_2_0,
EPST_PS_2_a,
EPST_PS_2_b,
EPST_PS_3_0,
EPST_PS_4_0,
EPST_PS_4_1,
EPST_PS_5_0,
//! This is not a type, but a value indicating how much types there are.
EPST_COUNT
};
//! Names for all pixel shader types, each entry corresponds to a E_PIXEL_SHADER_TYPE entry.
const c8* const PIXEL_SHADER_TYPE_NAMES[] = {
"ps_1_1",
"ps_1_2",
"ps_1_3",
"ps_1_4",
"ps_2_0",
"ps_2_a",
"ps_2_b",
"ps_3_0",
"ps_4_0",
"ps_4_1",
"ps_5_0",
0 };
//! Enum for supported geometry shader types
enum E_GEOMETRY_SHADER_TYPE
{
EGST_GS_4_0 = 0,
//! This is not a type, but a value indicating how much types there are.
EGST_COUNT
};
//! String names for supported geometry shader types
const c8* const GEOMETRY_SHADER_TYPE_NAMES[] = {
"gs_4_0",
0 };
} // end namespace video
} // end namespace irr
#endif // __E_SHADER_TYPES_H_INCLUDED__
#ifndef __E_SHADER_TYPES_H_INCLUDED__
#define __E_SHADER_TYPES_H_INCLUDED__
#include "irrTypes.h"
namespace irr
{
namespace video
{
//! Compile target enumeration for the addHighLevelShaderMaterial() method.
enum E_VERTEX_SHADER_TYPE
{
EVST_VS_1_1 = 0,
EVST_VS_2_0,
EVST_VS_2_a,
EVST_VS_3_0,
EVST_VS_4_0,
EVST_VS_4_1,
EVST_VS_5_0,
//! This is not a type, but a value indicating how much types there are.
EVST_COUNT
};
//! Names for all vertex shader types, each entry corresponds to a E_VERTEX_SHADER_TYPE entry.
const c8* const VERTEX_SHADER_TYPE_NAMES[] = {
"vs_1_1",
"vs_2_0",
"vs_2_a",
"vs_3_0",
"vs_4_0",
"vs_4_1",
"vs_5_0",
0 };
//! Compile target enumeration for the addHighLevelShaderMaterial() method.
enum E_PIXEL_SHADER_TYPE
{
EPST_PS_1_1 = 0,
EPST_PS_1_2,
EPST_PS_1_3,
EPST_PS_1_4,
EPST_PS_2_0,
EPST_PS_2_a,
EPST_PS_2_b,
EPST_PS_3_0,
EPST_PS_4_0,
EPST_PS_4_1,
EPST_PS_5_0,
//! This is not a type, but a value indicating how much types there are.
EPST_COUNT
};
//! Names for all pixel shader types, each entry corresponds to a E_PIXEL_SHADER_TYPE entry.
const c8* const PIXEL_SHADER_TYPE_NAMES[] = {
"ps_1_1",
"ps_1_2",
"ps_1_3",
"ps_1_4",
"ps_2_0",
"ps_2_a",
"ps_2_b",
"ps_3_0",
"ps_4_0",
"ps_4_1",
"ps_5_0",
0 };
//! Enum for supported geometry shader types
enum E_GEOMETRY_SHADER_TYPE
{
EGST_GS_4_0 = 0,
//! This is not a type, but a value indicating how much types there are.
EGST_COUNT
};
//! String names for supported geometry shader types
const c8* const GEOMETRY_SHADER_TYPE_NAMES[] = {
"gs_4_0",
0 };
} // end namespace video
} // end namespace irr
#endif // __E_SHADER_TYPES_H_INCLUDED__