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-e03cc46cb475master
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917379f453
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@ -237,8 +237,8 @@ int main()
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if (roomMesh)
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{
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// The Room mesh doesn't have proper Texture Mapping on the
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// floor, so we can recreate them on runtime
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// The room mesh doesn't have proper texture mapping on the
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// floor, so we can recreate the mapping on runtime.
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smgr->getMeshManipulator()->makePlanarTextureMapping(
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roomMesh->getMesh(0), 0.003f);
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@ -263,11 +263,7 @@ int main()
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if (normalMap)
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driver->makeNormalMapTexture(normalMap, 9.0f);
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/*
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// The Normal Map and the displacement map/height map in the alpha channel
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video::ITexture* normalMap =
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driver->getTexture(mediaPath + "rockwall_NRM.tga");
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*/
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/*
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But just setting color and normal map is not everything. The
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material we want to use needs some additional information per
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@ -317,7 +313,7 @@ int main()
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scene::IAnimatedMesh* earthMesh = smgr->getMesh(mediaPath + "earth.x");
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if (earthMesh)
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{
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//perform various task with the mesh manipulator
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//perform various tasks with the mesh manipulator
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scene::IMeshManipulator *manipulator = smgr->getMeshManipulator();
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// create mesh copy with tangent information from original earth.x mesh
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@ -389,9 +385,9 @@ int main()
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/*
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Now the same again, with the second light. The difference is that we
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add a particle system to it too. And because the light moves, the
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particles of the particlesystem will follow. If you want to know more
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particles of the particle system will follow. If you want to know more
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about how particle systems are created in Irrlicht, take a look at the
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specialFx example. Maybe you will have noticed that we only add 2
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SpecialFX example. Maybe you will have noticed that we only add 2
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lights, this has a simple reason: The low end version of this material
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was written in ps1.1 and vs1.1, which doesn't allow more lights. You
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could add a third light to the scene, but it won't be used to shade the
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