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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-e03cc46cb475master
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0efce9c9a2
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e1941642d6
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@ -38,7 +38,10 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Demo_vc8", "Demo\Demo_vc8.v
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{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
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EndProjectSection
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Quake3MapShader_vc8", "16.Quake3MapShader\Quake3MapShader_vc8.vcproj", "{EB3B38EA-5CE7-4983-845B-880661E69D09}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "16.Quake3MapShader_vc8", "16.Quake3MapShader\Quake3MapShader_vc8.vcproj", "{EB3B38EA-5CE7-4983-845B-880661E69D09}"
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ProjectSection(ProjectDependencies) = postProject
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{E08E042A-6C45-411B-92BE-3CC31331019F} = {E08E042A-6C45-411B-92BE-3CC31331019F}
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EndProjectSection
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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@ -82,8 +82,8 @@ Global
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GlobalSection(ProjectConfiguration) = postSolution
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{E08E042A-6C45-411B-92BE-3CC31331019F}.Debug.ActiveCfg = Debug|Win32
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{E08E042A-6C45-411B-92BE-3CC31331019F}.Debug.Build.0 = Debug|Win32
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{E08E042A-6C45-411B-92BE-3CC31331019F}.Release.ActiveCfg = Relase - Fast FPU|Win32
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{E08E042A-6C45-411B-92BE-3CC31331019F}.Release.Build.0 = Relase - Fast FPU|Win32
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{E08E042A-6C45-411B-92BE-3CC31331019F}.Release.ActiveCfg = Release|Win32
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{E08E042A-6C45-411B-92BE-3CC31331019F}.Release.Build.0 = Release|Win32
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{735B050B-1AC5-4602-B0BE-D2D2B5893E94}.Debug.ActiveCfg = Debug|Win32
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{735B050B-1AC5-4602-B0BE-D2D2B5893E94}.Debug.Build.0 = Debug|Win32
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{735B050B-1AC5-4602-B0BE-D2D2B5893E94}.Release.ActiveCfg = Release|Win32
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@ -46,6 +46,8 @@ void CDemo::run()
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}
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device = createDevice(driverType,resolution, 32, fullscreen, shadows, vsync, this);
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if ( 0 == device )
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return;
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device->getFileSystem()->addZipFileArchive("irrlicht.dat");
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device->getFileSystem()->addZipFileArchive("../../media/irrlicht.dat");
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@ -362,7 +364,7 @@ void CDemo::loadSceneData()
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quakeLevelNode, 128);
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// if not using shader and no gamma it's better to use more lighting, because
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// quake3 level are dark
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// quake3 level are usually dark
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quakeLevelNode->setMaterialType ( video::EMT_LIGHTMAP_M4 );
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// set additive blending if wanted
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@ -462,9 +464,11 @@ void CDemo::loadSceneData()
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core::array<video::ITexture*> textures;
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for (s32 g=1; g<8; ++g)
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{
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char tmp[64];
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sprintf(tmp, "../../media/portal%d.bmp", g);
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video::ITexture* t = driver->getTexture(tmp);
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core::stringc tmp;
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tmp = "../../media/portal";
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tmp += g;
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tmp += ".bmp";
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video::ITexture* t = driver->getTexture( tmp.c_str () );
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textures.push_back(t);
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}
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@ -530,6 +534,7 @@ void CDemo::loadSceneData()
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paf->drop();
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campFire->setMaterialFlag(video::EMF_LIGHTING, false);
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campFire->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
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campFire->setMaterialTexture(0, driver->getTexture("../../media/fireball.bmp"));
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campFire->setMaterialType(video::EMT_TRANSPARENT_VERTEX_ALPHA);
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@ -4,7 +4,7 @@
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#ifndef __C_DEMO_H_INCLUDED__
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#define __C_DEMO_H_INCLUDED__
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#define USE_IRRKLANG
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//#define USE_IRRKLANG
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//#define USE_SDL_MIXER
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#include <irrlicht.h>
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@ -119,7 +119,7 @@ bool CMainMenu::run(bool& outFullscreen, bool& outMusic, bool& outShadows,
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box->addItem(L"OpenGL 1.5");
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box->addItem(L"Direct3D 8.1");
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box->addItem(L"Direct3D 9.0c");
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box->addItem(L"Burning's Video 0.38");
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box->addItem(L"Burning's Video 0.39");
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box->addItem(L"Irrlicht Software Renderer 1.0");
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box->setSelected(selected);
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@ -177,6 +177,9 @@ bool CMainMenu::run(bool& outFullscreen, bool& outMusic, bool& outShadows,
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modelNode->getMaterial(0).Shininess = 28.f;
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modelNode->getMaterial(0).NormalizeNormals = true;
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modelNode->setMD2Animation ( scene::EMAT_STAND );
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//modelNode->setMD2Animation ( scene::EMAT_JUMP );
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//modelNode->setDebugDataVisible ( scene::EDS_BBOX_ALL );
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//modelNode->setFrameLoop ( 0, 0 );
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}
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Reference in New Issue