Fix test "renderTargetTexture"
Was using wrong parameter order when setting the rendertarget. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5660 dfc29bdd-3216-0410-991c-e03cc46cb475master
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665324b6a8
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7873503041
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@ -46,10 +46,11 @@ int main(int argumentCount, char * arguments[])
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// Use an STL vector so that we don't rely on Irrlicht.
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std::vector<STestDefinition> tests;
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// Note that to interactively debug a test, you will generally want to move it
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// (temporarily) to the beginning of the list, since each test runs in its own
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// process.
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#if 0
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// To interactively debug a test, move it (temporarily) in here and enable the define to only run this test
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// Otherwise debugging is slightly tricky as each test runs in it's own process.
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TEST(renderTargetTexture);
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#else
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TEST(disambiguateTextures); // Normally you should run this first, since it validates the working directory.
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// Now the simple tests without device
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TEST(testIrrArray);
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@ -130,6 +131,7 @@ int main(int argumentCount, char * arguments[])
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TEST(lightMaps);
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TEST(triangleSelector);
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TEST(line2DTest);
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#endif
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unsigned int numberOfTests = tests.size();
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unsigned int testToRun = 0;
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@ -190,7 +190,7 @@ bool rttAndZBuffer(video::E_DRIVER_TYPE driverType)
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{
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vd->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255, 0, 0, 0));
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vd->setRenderTargetEx(renderTarget, 0, video::ECBF_COLOR | video::ECBF_DEPTH);
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vd->setRenderTargetEx(renderTarget, video::ECBF_COLOR | video::ECBF_DEPTH);
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sm->drawAll();
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vd->setRenderTargetEx(0, 0, 0);
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vd->setTransform(video::ETS_WORLD, core::IdentityMatrix);
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@ -241,7 +241,7 @@ bool rttAndText(video::E_DRIVER_TYPE driverType)
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stabilizeScreenBackground(driver);
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,255, 255, 255));
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driver->beginScene(0, video::SColor(255,255, 255, 255));
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driver->setRenderTargetEx(renderTarget, video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,255,0,255));
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driver->draw2DImage(driver->getTexture("../media/fireball.bmp"), core::recti(0, 0, renderTargetTex->getSize().Width, renderTargetTex->getSize().Height), core::recti(0, 0, 64, 64));
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guienv->getBuiltInFont()->draw(L"OMGGG =!", core::rect<s32>(120, 100, 256, 256), video::SColor(255, 0, 0, 255));
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@ -286,7 +286,7 @@ static void Render(IrrlichtDevice* device, video::IRenderTarget* rt, core::vecto
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core::vector3df& pos2, scene::IAnimatedMesh* sphereMesh, core::vector3df& pos3, core::vector3df& pos4)
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{
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video::IVideoDriver* driver = device->getVideoDriver();
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driver->setRenderTargetEx(rt, 0, video::ECBF_COLOR | video::ECBF_DEPTH);
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driver->setRenderTargetEx(rt, video::ECBF_COLOR | video::ECBF_DEPTH);
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device->getSceneManager()->drawAll();
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video::SMaterial mat;
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@ -394,11 +394,12 @@ bool rttAndAntiAliasing(video::E_DRIVER_TYPE driverType)
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#if 1
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st->setText(L"Texture Rendering");
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Render(device, renderTarget1, pos1, pos2, sphereMesh, pos3, pos4);
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Render(device, renderTarget2, pos1, pos2, sphereMesh, pos3, pos4);
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Render(device, renderTarget3, pos1, pos2, sphereMesh, pos3, pos4);
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Render(device, renderTarget4, pos1, pos2, sphereMesh, pos3, pos4);
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device->getVideoDriver()->setRenderTargetEx(0, 0, 0);
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device->getVideoDriver()->setRenderTargetEx(0, video::ECBF_COLOR | video::ECBF_DEPTH);
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device->getVideoDriver()->draw2DImage(renderTargetTex1, core::position2di(0, 0));
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device->getVideoDriver()->draw2DImage(renderTargetTex2, core::position2di(80, 0));
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device->getVideoDriver()->draw2DImage(renderTargetTex3, core::position2di(0, 60));
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