Commit Graph

50 Commits (master)

Author SHA1 Message Date
cutealien 1b4444e044 Remove E_GPU_SHADING_LANGUAGE in IGPUProgrammingServices.
Thx @greenya for noticing this is no longer needed as it was only ever used for the CG shader language which we kicked out already.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5846 dfc29bdd-3216-0410-991c-e03cc46cb475
2019-08-15 20:43:50 +00:00
cutealien 14d22dc58c Use one callback instance per added shader material in shader example.
It's no longer a good idea to use a single callback instance since we switched to using ShaderConstantID's.
Those id's are really indices to arrays - and each added material has it's own array. We basically
used indices to arrays of another object (which happened to be identical in this case). 
And this starts to go horribly wrong once the code of one shader is slightly modified...


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5485 dfc29bdd-3216-0410-991c-e03cc46cb475
2017-06-13 16:29:18 +00:00
nadro 49b00b631a - Removed unnecessary path from OSX example projects.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5271 dfc29bdd-3216-0410-991c-e03cc46cb475
2016-03-07 11:13:26 +00:00
nadro bc9fe27e30 - Unified makefiles for examples.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5219 dfc29bdd-3216-0410-991c-e03cc46cb475
2015-12-15 20:26:58 +00:00
nadro 8863d11e65 - Fixed compilation issues on OSX.
- Added new XCode projects for engine and all examples (ARC enabled, proper bundles etc.).
- Added external context manager with support for NSOGL.(this feature was available in ogl-es branch before).
- Removed *.nib dependencies from OSX project (menu is created programmatically).
- Added missing _IRR_OVERRIDE_ for some methods.
- Renamed MacOSX to OSX directories.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5202 dfc29bdd-3216-0410-991c-e03cc46cb475
2015-12-05 12:07:45 +00:00
nadro 07a7d9ee2e - Added clear buffer flags.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5151 dfc29bdd-3216-0410-991c-e03cc46cb475
2015-10-15 18:20:06 +00:00
nadro eef7353833 - Added projects for Visual Studio 2014. Due to a problems with Windows7.1 SDK on Windows 10 those projects are recommended for users of this OS.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5148 dfc29bdd-3216-0410-991c-e03cc46cb475
2015-10-01 22:59:08 +00:00
cutealien c7c5f166fe Rolled back to r5145. We're still disucssing better solutions
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5147 dfc29bdd-3216-0410-991c-e03cc46cb475
2015-09-28 09:17:47 +00:00
nadro f6ac9e1906 - Updated Visual Studio 12.0 build platform.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5146 dfc29bdd-3216-0410-991c-e03cc46cb475
2015-09-27 18:16:10 +00:00
nadro 02b49eea1b - Added exampleHelper and updated all examples. This is a base patch for upcoming patches related to iOS and OSX.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5143 dfc29bdd-3216-0410-991c-e03cc46cb475
2015-09-24 22:44:32 +00:00
cutealien b3ba72ab74 Merge branch releases/1.8 revisions 5129:5140 into trunk:
- Set the platform SDK for VS2010 and VS 2012 throughout to Windows7.1SDK
- Fix the fix for compiling on GCC5


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5141 dfc29bdd-3216-0410-991c-e03cc46cb475
2015-09-20 11:19:26 +00:00
cutealien c3e94cf597 Change all VS 12 project files to use Windows SDK7.1 for compatibility between different VS versions.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5140 dfc29bdd-3216-0410-991c-e03cc46cb475
2015-09-19 14:39:52 +00:00
cutealien 9eccabce40 Support for Direct3D 8 removed.
Missing people with interest in maintaining it. Anyone who still needs DX8 can branch the previous svn version or use Irrlicht 1.8.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5053 dfc29bdd-3216-0410-991c-e03cc46cb475
2015-03-01 20:52:35 +00:00
cutealien 1fa7e87f5e NVidia CG support removed due to lack of maintenance.
Note, I would have liked to get it compiling again a last time, but it was referring to a class which didn't exists, so I didn't know what to make of that.
NVidia has also stopped supporting this by the way.
No changes for MacOSX project files, so those still might have to be fixed.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5046 dfc29bdd-3216-0410-991c-e03cc46cb475
2015-02-28 20:11:40 +00:00
nadro ae476a0dc3 - Updated changes.txt.
- Removed project files for Dev-C++ and Visual Studio 2008 and older.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5022 dfc29bdd-3216-0410-991c-e03cc46cb475
2015-01-11 20:20:12 +00:00
nadro 1300c4df95 - Added Visual Studio 2013 project files.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5021 dfc29bdd-3216-0410-991c-e03cc46cb475
2015-01-11 20:11:21 +00:00
cutealien bd0b92996e Merge branch releases/1.8 revisions 4685 to 4721 into trunk:
- C::B project files work again on newer Linux-distributions which have cleaned up their dev-lib dependencies.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4722 dfc29bdd-3216-0410-991c-e03cc46cb475
2014-03-13 23:07:59 +00:00
nadro 4f1c2b4e54 - Fixed issues with D3D9 get constant ID method.
- Fixed example 10.Shaders.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4400 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-12-14 15:20:37 +00:00
hybrid ae25bdf202 Merged from 1.8 branch, revisions 4345-4378. All release fixes since the branch to 1.8, and some fixes after that. Now commencing development on this branch, and only bug fixes on the others.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4379 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-11-20 18:31:33 +00:00
hybrid ecc6ea3884 First try for MSVC2012 project files. conversion seems to have worked, though some warnings for 64bit targets were shown.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4298 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-08-22 23:14:16 +00:00
Nadro 7f01500fd1 - Improved texture handling in a shader callback (returned ability to bind a texture by a float interface).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4228 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-07-04 02:26:30 +00:00
Nadro 2d01842f20 - Fixed "Error setting int array for HLSL variable" issue in example 10.Shaders.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4221 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-06-28 23:50:47 +00:00
cutealien 9254ed9b27 Add 64 bit targets for examples and tests for VS2010.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4213 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-06-26 17:53:38 +00:00
nadro 338ba2accc - Fixed blending issues in examples.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4130 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-04-09 23:25:58 +00:00
cutealien 9a77f09d45 Fix shader example (thx @ Yoran for finding & fixing)
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4097 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-03-01 15:13:34 +00:00
cutealien cdec46dfdd Spelling errors.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4095 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-02-28 23:01:34 +00:00
hybrid 92d1b40623 Add Nadro's initial Cg support. Example 10 is enhanced to allow also Cg shaders.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4060 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-02-02 17:51:24 +00:00
hybrid 37a6fef54a Fix transparent shaders, seems that the base setup does not fix all blend mode settings properly.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3770 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-05-31 09:31:56 +00:00
bitplane 3acdca69c4 Add Linux to "all" target in CodeBlocks examples projects so they actually compile first time.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3595 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-02-18 04:20:49 +00:00
hybrid 1fcf0461fe Add the other msvc 2010 project and solution files. Fix all configurations to work as expected.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3381 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-08-31 16:51:14 +00:00
cutealien 5b5fe394b7 Add support for changing cursors.
We use multicolor hardware cursors, but so far only Linux and Windows 32 are supported.
For Linux application must now link additionally with Xcursor unless they disable _IRR_LINUX_XCURSOR_.
Example 24 is added to show how to use those cursors and also as a general test for mouse-behavior.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3302 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-06-04 16:35:01 +00:00
hybrid 96310b964d Merged revisions 3172:3197 from 1.7 branch. Some more bug fixes and doc updates from the 1.7 beta phase.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3198 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-02-02 20:53:57 +00:00
hybrid 157cd67caf Merged revisions 2622:2663 from branch 1.6. SMaterial bug, MS3D patch, LWO fix. Better Shift recognition under 2in32. D3D depth buffer MSAA problems fixed. string<c16> changed to io::path. Fix 2dimagebatch, add better mtl file finder. Fix some OpenGL extension checks. Fixed x86-64 warnings. Export symbols in gcc4. Scolling in GUITab fixed. Fixed PixelBlend16 and SW driver. FPS cam stuttering fixed. OSX project additions. New scene parameter to ignore obj's mtl files.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2664 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-08-24 09:12:27 +00:00
hybrid 3ef1b18308 Fix eol-style for all code files to CRLF for simpler file handling.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2525 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-07-30 07:58:33 +00:00
hybrid 7e5822ec2c Fix eol-style for all code files to native.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2521 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-07-29 11:45:59 +00:00
bitplane 727d098020 removed --wall from codeblocks projects, gui editor now compiles again in codeblocks and is renamed as it is both windows and linux
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2491 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-07-21 16:11:50 +00:00
bitplane ed3a5a5b15 code::blocks projects now compile to Linux and win32-gcc dirs again, by default the examples in Linux link with the static lib as generated by the makefile.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2489 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-07-21 14:21:21 +00:00
bitplane 74b74142f2 Renamed dev-cpp example projects to match the others, added static library targets to code::blocks project and moved the build locations back to Win32-gcc and Linux dirs
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2276 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-03-13 09:53:02 +00:00
hybrid 12e3d08ebc Add Linux targets for c::b tutorial projects.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2260 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-03-09 09:23:45 +00:00
engineer_apple cf2cfa5f14 Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!

	The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
	There exists a known list of ArchiveLoader, which know how to produce a Archive.
	The Loaders and the Archive can be attached/detached on runtime.
	
	The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
	with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
	I replaced all (const c8* filename) to string references.

	Basically the FileSystem is divided into two regions. Native and Virtual.
		Native means using the backend OS.
		Virtual means only use currently attach IArchives.
	
	Browsing
		each FileSystem has it's own workdirectory and it's own methods to
			- create a FileTree
			- add/remove files & directory ( to be done )
				Hint: store a savegame in a zip archive...
				
		 basic browsing for all archives is implemented.
		 Example 21. Quake3Explorer shows this
		 
	 TODO:
		- a file filter should be implemented.
		- The IArchive should have a function to create a filetree
			for now CFileList is used.
				
	Class Hiarchy:
	
	IArchiveLoader: is able to produce a IFileArchive
		- ZipLoader
		- PakLoader
		- MountPointReader ( formaly known as CUnzipReader )

	IFileArchive: 
		-ZipArchive
		-PakArchive
		-MountPoint (known as FolderFile)
		
	IFileSystem
		- addArchiveLoader

	- changed implementation of isALoadableFileExtension in all loaders
		to have consistent behavior
	- added a parameter to IFileList * createFileList	
		setFileListSystem
		allows to query files in any of the game archives
		standard behavior listtype = SYSTEM ( default)
	
	- CLimitReadFile
		added multiple file random-access support.
		solved problems with mixed compressed & uncompressed files in a zip

	TODO:
		- Big Big Testing!!
		- Linux Version ( minor )
		- remove all double loader interfaces where only the filename differs
			(IReadFile/const char *filename). This blows up the the interface
		- many loaders use their own private filesearching
			we should rework this
		- there are a lot of helper function ( getAbsolutePath, getFileDir )
		  which should be adapted to the virtual filesystem
		
- IrrlichtDevice
	added:
		virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
		virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;

	and calculating methods to DeviceStub.
	implemented in Win32, TODO: other Devices
	
	-	irrlicht.h
		changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
		to extern "C" name mangling.
		
		for easier dynamically loading the irrlicht library and different versions

 - ParticleSystem
		removed the private (old?,wrong?) interface from the ParticleEffectors
		to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
		TODO:
			please test if the serialization works!
		
- Generic
	- vector3d<T>& normalize()
		#if 0
			f32 length = (f32)(X*X + Y*Y + Z*Z);
			if (core::equals(length, 0.f))
				return *this;
			length = core::reciprocal_squareroot ( (f32)length );
		#else
			const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
		#endif
	
		Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
		added reciprocal_squareroot for f64
	
	- dimension2d
		added operator dimension2d<T>& operator=(const dimension2d<U>& other)
		to cast between different types
	- vector2d
			bugfix:
			vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this;  }
			to
			vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this;  }

	- C3DMeshLoader renamed chunks const u16 to a enum
		removing "variable declared but never used warning"
	- added a global const identity Material
		changed all references *((video::SMaterial*)0) to point to IdentityMaterial
		removed warning: "a NULL reference is not allowed"

	- modified IRRLICHT_MATH to not support reciprocal stuff
		but to use faster float-to-int conversion.
		gcc troubles may they are. i'm using intel-compiler..;-)
	- core::matrix4
			USE_MATRIX_TEST	

			i tried to optimize the identity-check ( in means of performance)
			i didn't succeed so well, so i made a define for the matrix isIdentity -check
			for now it's sometimes faster to always calculate versus identity-check
			but if there are a lot of scenenodes/ particles one can profit from the
			fast_inverse matrix, when no scaling is used. further approvement could
			be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
			they are just placed somewhere in the world)
			one thing to take in account is that sizeof(matrix) is 64 byte and
			with the additional bool/u32 makes it 66 byte which is not really cache-friendly..

		- added	buildRotateFromTo
				Builds a matrix that rotates from one vector to another
				
	- irr::array. changed allocating routine in push_back

		okt, 2008. it's only allowed to alloc one element, if 
		default constructor has to be called.
		
		removes existing crashes. ( MD3 Mesh ) and possible others ones.
		
		A new list template should be made.
		one with constructor/destructor calls ( safe_array ) and
		one without. like the array since the beginning of irrlicht.
		currently the array/string is extremly slow..
		
		also a hint for the user has to be done, so that a struct T of
		array<T> must have a copy constructor of type T ( const T&other ).
		
		i needed hours to track that down...
		
		added a new method setAllocStrategy, 
		safe ( used + 1 ), double ( used * 2 + 1)
		
		better default strategies will be implemented
		
		- removed binary_search_const
			i added it quite a long time ago, but it doesnt make real sense
			a call to a sort method should happen always. i just wanted to safe
			a few cycles..
		- added binary_search_multi
			searches for a multi-set ( more than 1 entry in the sorted array)
			returns start and end-index

	- changed some identity matrix settings to use core::IdentityMatrix	
	-	added deletePathFromFilename to generic string functions in coreutil.h and
		removed from CZipReader and CPakReader
		
	- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
		ParticleSystem ( wrong virtual was used)

- strings & Locale
	- started to add locale support
	- added verify to string
	- added some helper functions
	

- XBOX
	i have access to a XBOX development machine now. I started to compile
	for the XBOX. Question: Who did the previous implementation?. There
	is no XBOX-Device inhere. maybe it's forbidden because of using the offical
	Microsoft XDK. I will implement a native or sdl device based on opendk.
	irrlicht compiles without errors on the xbox but can't be used.
	
	TODO:
		- native XBOX Device
- Windows Mobile
		reworked a little. added the mobile example to the windows solution for 
		cross development.
		added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision	Speed Up

	The Collision Speed Up greatly improves with many small static child-nodes
	
	- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
	- modified createOctTreeTriangleSelector and createTriangleSelector
		to allow node == 0, to be added to a meta selector
	- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
		on first update:
		Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
		The Animator applies the missing force... big problem...
		changed to react on first update like camera.
		
		-	add Variable FirstUpdate. if set to true ( on all changes )
			then position, lasttime, and falling are initialized

	-added #define OCTTREE_USE_HARDWARE in Octree.h
	
		if defined octtree uses internally a derived scene::MeshBuffer which has
		the possibility to use the Hardware Vertex Buffer for static vertices and
		dirty indices;-)
		
		if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
		so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
		#if defined (OCTTREE_USE_HARDWARE)
			driver->drawMeshBuffer ( &LightMapMeshes[i] );
		#else
			driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
				d[i].Indices, d[i].CurrentSize / 3);
		#endif
		#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside


	- virtual void ISceneNode::updateAbsolutePosition()
		-	changed 
			inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const

			all two matrices have to be checked by isIdentity()
			to let the isIdentity work always

	-changed inline bool CMatrix4<T>::isIdentity() const

		on full identityCheck->
		to look first on Translation, because this is the most challenging element
		which will likely not to be identity..
			
	-	virtual core::matrix4 getRelativeTransformation() const

		Hiarchy on Identity-Check
			1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
			2) ->isIdentity () -> 16 floating point checks to be passed as Identity
			
	- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
		added isIdentity() check

		
- changed CSceneNodeAnimatorCollisionResponse		
	- added CSceneNodeAnimatorCollisionResponse::setGravity
		needed to set the differents Forces for the Animator. for eq. water..
	- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
	- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
	- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
	- changad Gravity to
	- TODO: set Gravity to Physically frame independent values..
		current response uses an frame depdended acceleration vector.
		~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
		may effect existing application..
	
- SceneNodes
	- CSkyDomeSceneNode
		moved radius ( default 1000 ) to constructor
		added Normals
		added DebugInfo
		added Material.ZBuffer, added SceneMaanager
			
	- CVolumeLightSceneNode:
		changed default blending OneTextureBlendgl_src_color gl_src_alpha to
			EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
		which gives the same effect on non-transparent-materials.
		Following the unspoken guide-line, lowest effect as default
	- added LensFlareSceneNode (from forum user gammaray, modified to work )
		showing in example special fx
	- changed SceneNode Skydome f64 to f32, 
	- AnimatedMesh
		-Debug Data: 
			mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
	- Camera SceneNode setPosition
		Camera now finally allow to change position and target and updates all
		effected animators..
		
		a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
		camera and fr. the collision animator to a new position
			
- Device:
		added the current mousebutton state to the Mouse Event
		so i need to get the current mouse state from the OS
		
		-a dded to CIrrDeviceWin32
		TODO:		
		- Linux and SDL Device
- GUI

	- CGUIFont:
		- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
		
		define which characters should not be drawn ( send to driver) by the font.
		for example " " would not draw any space which is usually blank in most fonts
		and saves rendering of ususally full blank alpha-sprites.
		This saves a lot of rendering...
		
		default:
			setInvisibleCharacters ( L" " );
			
		- added MultiLine rendering
			should avoid to us CStaticText breaking text in future
	- CGUIListBox
		- changed Scrollbar LargeStepSize to ItemHeight
		  which easy enables to scroll line by line
		  
	- CGUIScrollBar
			bug: 
				Create a Window and inside a listbox with a scrollbar or
				a windowed irrlicht application
				
				Click & hold Scrollbar Slider. move outside it's region.
				Release Mouse. Go Back to Scrollbar.. it's moving always...
				
				it's generally missing the event PRESSED_MOVED, which
				leads to problem when an element is dragging, has a focus, or position loose
				and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )

			so added the mouse Input Buttonstates on every mouse event
				IrrDeviceWin32:
				 added 	event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
				 TODO:
					Linux & SDL

				so now i can do this
				case irr::EMIE_MOUSE_MOVED:				 
			 	if ( !event.MouseInput.isLeftPressed () )
				{
					Dragging = false;
				}

			- bug:
				Scrollbar notifyListBox notify when the scrollbar is clicked. 

			- changed timed event in draw to OnPostRender
				Why the hell is a gui element firing a timed event
				in a draw routine!!!!!. This should be corrected for all gui-elements.
			
		
	-	added GUI Image List from Reinhard Ostermeier, modified to work
		added GUI Tree View from Reinhard Ostermeier, modified to work	
		shown in the Quake3MapShader Example
		TODO: Spritebanks

		
	- FileOpenDialog
		changed the static text for the filename to an edit box.
	- changed the interface for addEditBox to match with addStaticText
	- changed the interface for addSpinBox to match with addEditBox
	- added MouseWheel to Spinbox
	- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
	- CGUISpritebank
		removed some crashes with empty Sprite banks		
	- IGUIScrollBar
		added SetMin before min was always 0
		changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
		
	- IComboBox
		-added ItemData
	- removed IsVisbile check in IGUIElement::draw


- Image Loaders
	- added TGA file type 2 ( grayscale uncompressed )
	- added TGA file type (1) 8 Bit indexed color uncompressed
	
	ColorConverter:
		- added convert_B8G8R8toA8R8G8B8
		- added convert_B8G8R8A8toA8R8G8B8
		
- Media Files
	- added missing shaders and textures to map-20kdm2.
		Taken from free implementation	
	- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
	- impact.wav clip-restoration, trim cross-zero
	- added gun.md2, gun.pcx to media-files
		copyright issues!. i don't know from where this file came from...		
		i hope this is not from original quake2..
	- added new irrlicht logo irrlicht3.png
		i've taken the new layout. i should ask niko to use it.
	- added Skydome picture to media files (skydome2.jpg) half/sphere

- OctTree
	-added
		#define OCTTREE_PARENTTEST ( default: disabled )
		used to leave-out children test if the parent passed a complete frustum.
		plus: leaves out children test
		minus: all edges have to be checked
	- added MesBuffer Hardware Hint Vertex to octtree
	
- CQuake3ShaderSceneNode:
	- removed function releaseMesh
		Shader doesn't copy the original mesh anymore ( saving memory )
		so therefore this (for others often misleading ) function was removed
	- changed constructor to take a (shared) destination meshbuffer for rendering
		reducing vertex-memory to a half
	- don't copy the original vertices anymore
	- added deformvertexes autosprite
	- added deformvertexes move
	- added support for RTCW and Raven BSPs ( qmap2 )
	- added polygonoffset (TODO: not perfect)
	- added added nomipmaps
	- added rgbgen const
	- added alphagen
	- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
	- added Quake3Explorer examples
	- added wave noise
	- added tcmod transform
	- added whiteimage
	- added collision to Quake3Explorer
	- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )	
	- updated quake3:blendfunc
	- added crouch to Quake3Explorer
		(modifying the ellipsiodRadius of the camera animator )
		added crouch to CSceneNodeAnimatorCameraFPS
		still problems with stand up and collision
	- Quake3MapLoader
		modified memory allocation for faster loading
	- Quake3LoadParam
		added Parameter to the Mesh-Loader	
	- added
		The still existing missing caulking of curved surfaces.
		using round in the coordinates doesn't solve the problem.
		but for the demo bsp mesh it solves the problem... (luck)
		so for now it's switchable.
		TJUNCTION_SOLVER_ROUND
		default:off
		
- BurningVideo
	- pushed BurningsVideo to 0.40
	- added blendfunc gl_one_minus_dst_alpha gl_one
	- added blendfunc gl_dst_color gl_zero
	- added blendfunc gl_dst_color src_alpha
	- modified AlphaChannel_Ref renderer to support alpha test lessequal
	- addded 32 Bit Index Buffer
	- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
	- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
		Burning checks this flag and when set, it bypasses the power2 size check, 
		which is necessary on 3D but can be avoided on 2D.
		used on fonts automatically.
	- added Support for Destination Alpha
	
- OpenGL	
	- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
		MaxTextureSize=static_cast<u32>(num);

	- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected

- Direct3D8
	- compile and links again
	- added 32 Bit Index Buffer
	- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
	- compile for XBOX 
- Direc3D9
	- fixed crash on RTT Textures DepthBuffer freed twice.
		added deleteAllTextures to destuctor
- NullDriver
	- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures	


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 15:53:53 +00:00
Rogerborg dcebfbbf0d http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?p=183704
Change from dimension2d<s32> to dimension2d<u32> where practical.  IImage and ITexture now have unsigned dimensions, as does screen size.  This has had a significant knock-on through the code base, but it is more technically correct - the BEST KIND of correct.

GUI elements and draw2DImage methods still have and take signed dimensions, but we can look into this in future. Regression tested with the test suite and the example apps.  Note that createDevice() now takes dimension2d<u32>!

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2092 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-19 13:48:22 +00:00
hybrid 9bc11201d5 Merged from 1.5 branch to trunk, all changes from 1933 to 1953. Camera and animation fixes, project file updates, etc.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1954 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-12-15 14:18:11 +00:00
hybrid ad43762777 Merged from 1.5 branch to trunk, all changes from 1913 to 1932. Mostly example and test fixes. Some bug fixes, camera interface changes.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1933 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-12-08 17:06:34 +00:00
hybrid 0b03402773 Merged from 1.5 branch to trunk, all changes from 1821 to 1835. Mostly warning fixes, GL ASM shaders repaired, d3d9 RTTs less memory consuming, skinned mesh bboxes updating.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1837 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-11-26 10:44:30 +00:00
Rogerborg 5a6eb22f25 Removing all .dsw and .dsp files; Microsoft Visual "C++" 6 is no longer a supported build environment.
http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?p=176288#176288

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1724 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-11-12 12:44:15 +00:00
hybrid 386a18b566 Merged revisions 1652:1682 from the 1.4 branch: Code layout changes in the examples and SMaterial checks for self-assignment.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1683 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-11-04 14:47:51 +00:00
hybrid 8db1da30c2 Merge revisions 1572:1596 from 1.4 branch: Some late bugfixes of the 1.4.2 release. Tutorial generation mechanism.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1598 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-09-29 20:46:43 +00:00
hybrid a8a075bec1 Merged from branch 1.4 revisions 1529:1538
vc9 project files, pointer checks in GUI

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1539 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-09-04 23:20:51 +00:00
hybrid 8e103273e3 Remove glu from Makefile.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@890 dfc29bdd-3216-0410-991c-e03cc46cb475
2007-09-02 19:53:13 +00:00
bitplane c00ce1d372 Moved everything to /trunk
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@643 dfc29bdd-3216-0410-991c-e03cc46cb475
2007-05-20 18:03:49 +00:00