Tiny comment fixes and removing unused code in example 11.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5794 dfc29bdd-3216-0410-991c-e03cc46cb475
master
cutealien 2019-03-26 20:45:09 +00:00
parent 917379f453
commit bc035b510f
1 changed files with 6 additions and 10 deletions

View File

@ -237,8 +237,8 @@ int main()
if (roomMesh)
{
// The Room mesh doesn't have proper Texture Mapping on the
// floor, so we can recreate them on runtime
// The room mesh doesn't have proper texture mapping on the
// floor, so we can recreate the mapping on runtime.
smgr->getMeshManipulator()->makePlanarTextureMapping(
roomMesh->getMesh(0), 0.003f);
@ -263,11 +263,7 @@ int main()
if (normalMap)
driver->makeNormalMapTexture(normalMap, 9.0f);
/*
// The Normal Map and the displacement map/height map in the alpha channel
video::ITexture* normalMap =
driver->getTexture(mediaPath + "rockwall_NRM.tga");
*/
/*
But just setting color and normal map is not everything. The
material we want to use needs some additional information per
@ -317,7 +313,7 @@ int main()
scene::IAnimatedMesh* earthMesh = smgr->getMesh(mediaPath + "earth.x");
if (earthMesh)
{
//perform various task with the mesh manipulator
//perform various tasks with the mesh manipulator
scene::IMeshManipulator *manipulator = smgr->getMeshManipulator();
// create mesh copy with tangent information from original earth.x mesh
@ -389,9 +385,9 @@ int main()
/*
Now the same again, with the second light. The difference is that we
add a particle system to it too. And because the light moves, the
particles of the particlesystem will follow. If you want to know more
particles of the particle system will follow. If you want to know more
about how particle systems are created in Irrlicht, take a look at the
specialFx example. Maybe you will have noticed that we only add 2
SpecialFX example. Maybe you will have noticed that we only add 2
lights, this has a simple reason: The low end version of this material
was written in ps1.1 and vs1.1, which doesn't allow more lights. You
could add a third light to the scene, but it won't be used to shade the