Remove automatic zbuffer write enable in transparent d3d materials. To be done by the user, just as the OpenGL materials already do.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@856 dfc29bdd-3216-0410-991c-e03cc46cb475
master
hybrid 2007-08-21 17:22:52 +00:00
parent 9d137cc70e
commit 3ace21dc8d
3 changed files with 4 additions and 8 deletions

View File

@ -1,5 +1,9 @@
Changes in version 1.4 (... 2007)
- D3D transparent materials do not disable zbuffer writing automatically anymore. This has to be done by the user to keep those settings configurable.
- OpenGL texture now also require a regenerateMipmapLevels() after unlocking. This is the same as for d3d devices now.
- Point sprite support in the driver. Point sprites use just one 3d vertex and a size to create a textured billboard on the GPU. This can provide fast particle systems, especially in combination with shaders. The proper particle extension will follow later on as it needs some more refactoring.
- OpenGL 2D drawing accuracy fix by tuXXX

View File

@ -214,7 +214,6 @@ public:
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR);
}
material.ZWriteEnable = false;
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
@ -251,7 +250,6 @@ public:
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
}
material.ZWriteEnable = false;
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
@ -299,7 +297,6 @@ public:
pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
}
//material.ZWriteEnable = false;
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
@ -560,7 +557,6 @@ public:
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
}
material.ZWriteEnable = false;
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}

View File

@ -231,7 +231,6 @@ public:
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR);
}
material.ZWriteEnable = false;
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
@ -271,7 +270,6 @@ public:
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
}
material.ZWriteEnable = false;
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
@ -321,7 +319,6 @@ public:
}
//material.ZWriteEnable = false;
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
@ -585,7 +582,6 @@ public:
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
}
material.ZWriteEnable = false;
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}