-------------------------------------------

Changes in version 1.4 (... 13.11.2007)
- Fixed somed CQuake3ShaderSceneNode problems.
- Changed BurningsVideo internal Vertex Format. version changed to 0.39
- SceneManager:
   Removed the seperate rendering states for quake3 Shader Scene Nodes.
   Nodes are now solid or transparent. ( but still more states are needed )


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1048 dfc29bdd-3216-0410-991c-e03cc46cb475
master
engineer_apple 2007-11-13 14:37:07 +00:00
parent 0efce9c9a2
commit e1941642d6
5 changed files with 20 additions and 9 deletions

View File

@ -38,7 +38,10 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Demo_vc8", "Demo\Demo_vc8.v
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Quake3MapShader_vc8", "16.Quake3MapShader\Quake3MapShader_vc8.vcproj", "{EB3B38EA-5CE7-4983-845B-880661E69D09}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "16.Quake3MapShader_vc8", "16.Quake3MapShader\Quake3MapShader_vc8.vcproj", "{EB3B38EA-5CE7-4983-845B-880661E69D09}"
ProjectSection(ProjectDependencies) = postProject
{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution

View File

@ -82,8 +82,8 @@ Global
GlobalSection(ProjectConfiguration) = postSolution
{E08E042A-6C45-411B-92BE-3CC31331019F}.Debug.ActiveCfg = Debug|Win32
{E08E042A-6C45-411B-92BE-3CC31331019F}.Debug.Build.0 = Debug|Win32
{E08E042A-6C45-411B-92BE-3CC31331019F}.Release.ActiveCfg = Relase - Fast FPU|Win32
{E08E042A-6C45-411B-92BE-3CC31331019F}.Release.Build.0 = Relase - Fast FPU|Win32
{E08E042A-6C45-411B-92BE-3CC31331019F}.Release.ActiveCfg = Release|Win32
{E08E042A-6C45-411B-92BE-3CC31331019F}.Release.Build.0 = Release|Win32
{735B050B-1AC5-4602-B0BE-D2D2B5893E94}.Debug.ActiveCfg = Debug|Win32
{735B050B-1AC5-4602-B0BE-D2D2B5893E94}.Debug.Build.0 = Debug|Win32
{735B050B-1AC5-4602-B0BE-D2D2B5893E94}.Release.ActiveCfg = Release|Win32

View File

@ -46,6 +46,8 @@ void CDemo::run()
}
device = createDevice(driverType,resolution, 32, fullscreen, shadows, vsync, this);
if ( 0 == device )
return;
device->getFileSystem()->addZipFileArchive("irrlicht.dat");
device->getFileSystem()->addZipFileArchive("../../media/irrlicht.dat");
@ -362,7 +364,7 @@ void CDemo::loadSceneData()
quakeLevelNode, 128);
// if not using shader and no gamma it's better to use more lighting, because
// quake3 level are dark
// quake3 level are usually dark
quakeLevelNode->setMaterialType ( video::EMT_LIGHTMAP_M4 );
// set additive blending if wanted
@ -462,9 +464,11 @@ void CDemo::loadSceneData()
core::array<video::ITexture*> textures;
for (s32 g=1; g<8; ++g)
{
char tmp[64];
sprintf(tmp, "../../media/portal%d.bmp", g);
video::ITexture* t = driver->getTexture(tmp);
core::stringc tmp;
tmp = "../../media/portal";
tmp += g;
tmp += ".bmp";
video::ITexture* t = driver->getTexture( tmp.c_str () );
textures.push_back(t);
}
@ -530,6 +534,7 @@ void CDemo::loadSceneData()
paf->drop();
campFire->setMaterialFlag(video::EMF_LIGHTING, false);
campFire->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
campFire->setMaterialTexture(0, driver->getTexture("../../media/fireball.bmp"));
campFire->setMaterialType(video::EMT_TRANSPARENT_VERTEX_ALPHA);

View File

@ -4,7 +4,7 @@
#ifndef __C_DEMO_H_INCLUDED__
#define __C_DEMO_H_INCLUDED__
#define USE_IRRKLANG
//#define USE_IRRKLANG
//#define USE_SDL_MIXER
#include <irrlicht.h>

View File

@ -119,7 +119,7 @@ bool CMainMenu::run(bool& outFullscreen, bool& outMusic, bool& outShadows,
box->addItem(L"OpenGL 1.5");
box->addItem(L"Direct3D 8.1");
box->addItem(L"Direct3D 9.0c");
box->addItem(L"Burning's Video 0.38");
box->addItem(L"Burning's Video 0.39");
box->addItem(L"Irrlicht Software Renderer 1.0");
box->setSelected(selected);
@ -177,6 +177,9 @@ bool CMainMenu::run(bool& outFullscreen, bool& outMusic, bool& outShadows,
modelNode->getMaterial(0).Shininess = 28.f;
modelNode->getMaterial(0).NormalizeNormals = true;
modelNode->setMD2Animation ( scene::EMAT_STAND );
//modelNode->setMD2Animation ( scene::EMAT_JUMP );
//modelNode->setDebugDataVisible ( scene::EDS_BBOX_ALL );
//modelNode->setFrameLoop ( 0, 0 );
}