Change parameter to bool.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1509 dfc29bdd-3216-0410-991c-e03cc46cb475master
parent
e78db30247
commit
d9c0ceb6ea
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@ -21,18 +21,18 @@ namespace scene
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public:
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//! releases a Mesh from the Q3 Loader
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virtual void releaseMesh ( s32 index ) = 0;
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virtual void releaseMesh(s32 index) = 0;
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//! loads the shader definition
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/** Either from file ( we assume /scripts on fileNameIsValid == 0 ) */
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virtual const quake3::SShader * getShader ( const c8 * filename, s32 fileNameIsValid ) = 0;
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//! loads the shader definition from file
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/** \param filename Name of the shaderfile, defaults to /scripts if fileNameIsValid is false.
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\param fileNameIsValid Specifies whether the filename is valid in the current situation. */
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virtual const quake3::SShader* getShader( const c8* filename, bool fileNameIsValid=true ) = 0;
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//! returns a already loaded Shader
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virtual const quake3::SShader * getShader ( u32 index ) const = 0;
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virtual const quake3::SShader* getShader(u32 index) const = 0;
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//! get's an interface to the entities
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virtual const quake3::tQ3EntityList & getEntityList () = 0;
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virtual const quake3::tQ3EntityList& getEntityList() = 0;
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};
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} // end namespace scene
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@ -55,9 +55,9 @@ IAnimatedMesh* CBSPMeshFileLoader::createMesh(io::IReadFile* file)
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{
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CQ3LevelMesh* q = new CQ3LevelMesh(FileSystem, SceneManager);
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q->getShader ( "scripts/models.shader", 1 );
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q->getShader ( "scripts/liquid.shader", 1 );
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//q->getShader ( "scripts/sky.shader", 1 );
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q->getShader("scripts/models.shader");
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q->getShader("scripts/liquid.shader");
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//q->getShader("scripts/sky.shader");
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if ( q->loadFile(file) )
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return q;
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@ -69,7 +69,7 @@ IAnimatedMesh* CBSPMeshFileLoader::createMesh(io::IReadFile* file)
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if (strstr(file->getFileName(), ".shader"))
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{
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CQ3LevelMesh* q = new CQ3LevelMesh(FileSystem, SceneManager);
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q->getShader ( file->getFileName(), 1 );
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q->getShader(file->getFileName());
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return q;
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}
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File diff suppressed because it is too large
Load Diff
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@ -43,7 +43,7 @@ namespace scene
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virtual IMesh* getMesh(s32 frameInMs, s32 detailLevel=255,
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s32 startFrameLoop=-1, s32 endFrameLoop=-1);
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virtual void releaseMesh ( s32 index );
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virtual void releaseMesh( s32 index );
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//! Returns an axis aligned bounding box of the mesh.
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//! \return A bounding box of this mesh is returned.
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@ -56,14 +56,14 @@ namespace scene
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virtual E_ANIMATED_MESH_TYPE getMeshType() const;
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//! loads the shader definition
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virtual const quake3::SShader * getShader ( const c8 * filename, s32 fileNameIsValid );
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virtual const quake3::SShader * getShader( const c8 * filename, bool fileNameIsValid=true );
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//! returns a already loaded Shader
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virtual const quake3::SShader * getShader ( u32 index ) const;
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virtual const quake3::SShader * getShader( u32 index ) const;
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//! get's an interface to the entities
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virtual const quake3::tQ3EntityList & getEntityList ();
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virtual const quake3::tQ3EntityList & getEntityList();
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@ -96,6 +96,15 @@ namespace scene
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return;
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}
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virtual void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint )
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{
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return;
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}
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virtual void setDirty()
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{
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return;
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}
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@ -301,7 +310,7 @@ namespace scene
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core::vector2d<f64> TCoords;
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core::vector2d<f64> TCoords2;
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void copyto ( video::S3DVertex2TCoords &dest ) const;
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void copyto( video::S3DVertex2TCoords &dest ) const;
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S3DVertex2TCoords_64() {}
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S3DVertex2TCoords_64(const core::vector3d<f64>& pos, const core::vector3d<f64>& normal, const video::SColorf& color,
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@ -320,9 +329,9 @@ namespace scene
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}
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};
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inline void copy ( video::S3DVertex2TCoords * dest, const tBSPVertex * source,
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inline void copy( video::S3DVertex2TCoords * dest, const tBSPVertex * source,
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s32 vertexcolor ) const;
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void copy ( S3DVertex2TCoords_64 * dest, const tBSPVertex * source, s32 vertexcolor ) const;
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void copy( S3DVertex2TCoords_64 * dest, const tBSPVertex * source, s32 vertexcolor ) const;
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struct SBezier
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@ -406,24 +415,24 @@ namespace scene
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SQ3Parser Parser;
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typedef void ( CQ3LevelMesh::*tParserCallback ) ( quake3::SVarGroupList *& groupList );
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void parser_parse ( const void * data, u32 size, tParserCallback callback );
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void parser_nextToken ();
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typedef void( CQ3LevelMesh::*tParserCallback ) ( quake3::SVarGroupList *& groupList );
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void parser_parse( const void * data, u32 size, tParserCallback callback );
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void parser_nextToken();
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void dumpVarGroup ( const quake3::SVarGroup * group, s32 stack ) const;
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void dumpVarGroup( const quake3::SVarGroup * group, s32 stack ) const;
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void scriptcallback_entity ( quake3::SVarGroupList *& grouplist );
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void scriptcallback_entity( quake3::SVarGroupList *& grouplist );
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quake3::tQ3EntityList Entity;
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void scriptcallback_shader ( quake3::SVarGroupList *& grouplist );
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void scriptcallback_shader( quake3::SVarGroupList *& grouplist );
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core::array < quake3::SShader > Shader;
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quake3::tStringList ShaderFile;
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void InitShader ();
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void ReleaseShader ();
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void ReleaseEntity ();
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void InitShader();
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void ReleaseShader();
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void ReleaseEntity();
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s32 setShaderMaterial ( video::SMaterial & material, const tBSPFace * face ) const;
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s32 setShaderMaterial( video::SMaterial & material, const tBSPFace * face ) const;
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struct SToBuffer
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{
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@ -431,8 +440,8 @@ namespace scene
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u32 index;
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};
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void cleanMeshes ();
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void calcBoundingBoxes ();
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void cleanMeshes();
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void calcBoundingBoxes();
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};
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