Commit Graph

306 Commits (master)

Author SHA1 Message Date
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 5d18ec922f Moar spelingg fixez.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4096 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-02-28 23:29:29 +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 e62884f781 Merged revisions 4072-4081 from 1.7 branch. Latest updates due to release of 1.7.3
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4085 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-02-20 01:14:57 +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 40480a7822 Merged revisions 4001-4056 from 1.7 branch. Keycode updates, fix compilation errors, vector normalize error case fixed, joystick safety fixes, editbox updates, meshviewer modal window fix, isPointInsideFast changes.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4057 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-02-01 23:29:32 +00:00
hybrid b34352deac rename texureBlend functions to textureBlend
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4047 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-01-20 17:54:33 +00:00
hybrid 025fd69643 Change type to more specific one
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3994 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-11-15 10:12:59 +00:00
hybrid 4c1abbe67f Fix tutorial documentation processing.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3980 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-11-01 12:04:35 +00:00
hybrid 197ddb57e4 Add example for new file open dialog feature.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3963 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-10-23 23:57:12 +00:00
cutealien f9b538f9ee - Added ISceneNodeAnimatorCameraFPS::getKeyMap and a new ISceneNodeAnimatorCameraFPS::setKeyMap.
- CSceneNodeAnimatorCameraFPS uses now SKeyMap instead of SCamKeyMap (structs were identical which was confusing and there wasn't any explanation in comments, so I decided to simplify it).
- Add some workaround to MeshViewer to show how we can currently fix the FPS-cam when users to alt-tab while moving. We can improve that some day when we have focus-events, but this works for now.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3920 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-09-14 14:07:54 +00:00
cutealien 11a1c66959 Fix some c::b project files which did not link on Linux.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3887 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-07-25 16:40:49 +00:00
hybrid 7b5fa07671 Merged revisions 3729-3829 from 1.7 branch. Fixed serialization of camera nodes, fix array::erase, fix mem leaks in example 22, fix interpolation in SColorf, fix crash in collada loader.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3830 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-06-09 06:45:29 +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
hybrid 13793ac522 Merged from branch 1.7, revisions 3607-3725. Fix some compilation errors, fix soname in Linux Makefile, calculation fix in vector2d class, CGUIScrollBar event handling fix.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3726 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-05-18 21:32:00 +00:00
hybrid 52f84ab7e9 Change type for stored and passed lights array. In most situations, only the ISceneNode was used, and the type is not necessarily ILightSceneNode anyway. So generalize this interface and the storage arrays internally.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3722 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-05-12 16:46:20 +00:00
hybrid b5b254e1c5 Fix deprecation message.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3717 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-05-11 09:13:34 +00:00
hybrid c61e99a740 Fix project dependencies
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3715 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-05-11 08:55:33 +00:00
hybrid ba7ea55a6f Make debug data available to user interface
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3698 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-05-03 07:24:31 +00:00
hybrid c90a2c1937 Use new strtoul10 method where appropriate.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3676 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-04-27 22:55:31 +00:00
hybrid 0a1711110b Fix project settings and add vc10 project file for example 25.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3643 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-04-15 14:06:10 +00:00
hybrid 9478732cc5 Fix naming scheme for occlusion queries. Since those are not to drop, but are stored in the driver and can be removed by the according removeOcclusionQuery call, the name should be addOcclusionQuery instead of createOcclusionQuery.
Added an example showing a very simple occlusion query setup.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3628 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-03-25 23:32:35 +00:00
hybrid c9d021cc36 Fix transparency materials in particle systems.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3615 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-03-20 11:40:00 +00:00
hybrid 3c1c1085b4 Fix method deprecation warnings.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3614 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-03-20 11:30:01 +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
bitplane e5158f69a8 Replaced addZipFileArchive with addFileArchive
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3589 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-02-04 23:26:22 +00:00
bitplane 5ea3a40831 Added method to add an archive from an IReadFile pointer. Added FileToHeader, a tool for embedding a collection of IReadFiles into a user app. Described a way to make single file portable applications using it.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3586 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-02-04 00:44:08 +00:00
bitplane 901dac358a Added scene loader interface and moved the .irr loading code out to CSceneLoaderIrr. In future can support scene formats properly rather than loading them as meshes.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3566 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-01-17 20:12:17 +00:00
hybrid 5e4d495dcc Bump copyright dates to 2011.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3556 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-01-14 13:24:40 +00:00
bitplane 67fdef56fb Extra file in GUI editor project
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3546 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-01-07 18:48:41 +00:00
hybrid 1ad3c74407 Merge from 1.7 branch, revisions 3449-3513. createImage fixed. Many GUI fixes. Saved particles can be loaded again. Volume light, skydome and water scene node updates. Let hw mapping hint be loaded. D3D reset fix, now terrain scenes can resize screens again.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3514 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-12-19 19:39:20 +00:00
cutealien 16eabd0442 Make sure FileOpenDialog in example 21 is readable again.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3504 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-12-12 16:54:18 +00:00
cutealien 8b71ff58b4 The following functions will now use a "ISceneNode *" instead of a "const ISceneNode *":
ITriangleSelector::getSceneNodeForTriangle, ISceneNodeAnimatorCollisionResponse::getCollisionNode, ISceneCollisionManager::getCollisionPoint and ISceneCollisionManager::getCollisionResultPosition.
As collision functions often are followed by changing node positions users where so far forced to using const_casts (found by Greenya).
(This will lead once more to many post about correct getCollisionResultPosition usage, but can't be helped - those consts were too restricitive, sorry)


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3442 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-11-21 00:23:09 +00:00
cutealien 43a1fd36e7 Add xml example written by Yoran Bosman.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3419 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-09-19 21:18:00 +00:00
hybrid 531a697d6a Reenable second light, thanks to greenya
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3387 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-09-01 16:22:52 +00:00
hybrid 97aa2d4fa3 Fix compilation dependencies for old solution files, as mentioned by greenya
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3385 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-09-01 16:17:01 +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
hybrid e8fa33e154 Merged from 1.7 branch, revisions 3300-3357. Huge number of bug fixes, mostly in GUI and serialization.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3358 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-07-17 22:45:45 +00:00
cutealien ab95e1980d Let example 11 also use the driverChoice function (was only example using other keys when selecting driver)
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3357 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-07-17 18:59:47 +00:00
hybrid 59b24ed7dc Rearrange animated meshes to fit better into the scene.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3341 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-07-08 22:15:38 +00:00
hybrid fed8e067a7 Fix some project warnings.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3340 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-07-08 22:13:57 +00:00
engineer_apple bde140c794 vs2005 build all examples.sln
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3339 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-07-08 17:06:54 +00:00
engineer_apple 976b62fc23 Burningvideo - add Stencil Shadow Rendering (one color only and 32 bit only), pushed Burningvideo to 0.47
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3337 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-07-08 06:57:50 +00:00
engineer_apple 2a8461a4fe - added WAD Archive Loader ( Quake2 (WAL2) and Halflife (WAL3) are supported )
- CFileList
added Offset Parameter to SFileListEntry and removed the private array from the archive loaders.
CFileList::addItem now uses automatic incremental id if id = 0


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3336 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-07-07 20:27:10 +00:00
engineer_apple 816d5655fc - added Halflife 1 Model Loader
- added Halflife 1 Texture Loader
- slightly changed usage of getMesh ( doesn't effect existing implementation)

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3335 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-07-07 16:16:03 +00:00
engineer_apple 7446ed9757 Changes in 1.7.1 (05.07.2010) TA
- BurningVideo 
		- add Normalmap Rendering ( one light only), pushed Burningvideo to 0.46
		- internal vertexformat changed
		- changed fixpoint from 9 to 10 bit fract resolution
		- renamed createBurningVideoDriver to createBurningVideoDriver and uses SIrrlichtCreationParameters like opengl
		- internal interfaces for the trianglerenders unified.
		
	- Example 11.
		changed the light billboards to use the light color. ( green light, green particle, red light red particle )
		allow to disable the bump/parallax on the earth like in the room ( with transparency )


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3333 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-07-05 09:38:53 +00:00
cutealien 29f6ca002e In IGUITreeView "clearChilds" and "hasChilds" deprecated for "clearChildren" and "hasChildren" (thx @Greenya for noticing)
Same childs => children in a few places in documenatation and variables.
Removed a compile warning in CCubeSceneNode.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3330 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-07-01 21:20:19 +00:00
cutealien c00c459bde A few minor project file fixes and make the cursorcontrol example also with driver-selection instead of just using opengl.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3329 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-06-26 16:10:34 +00:00
cutealien afe6da7d62 Improve CursorControl example.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3309 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-06-11 15:31:11 +00:00
cutealien ac6befaf3c Add VS project and solution files for CursorControl example.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3308 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-06-11 13:36:20 +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 a5046f4b29 Merged from branch 1.7, revisions 3290-3299. Few bugfixes, typo in GUI event, unicode fixes.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3300 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-06-01 22:03:10 +00:00
hybrid 8de33dd4a6 Merged from 1.7 branch, revisions 3270:3288. Several bug fixes in string class, GUI, mesh loaders. Docs and project file updates.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3289 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-05-08 10:38:50 +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 675fd7637e Merge revisions 3139:3171 from 1.7 branch. Many new tests and bug fixes.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3172 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-01-23 16:53:15 +00:00
hybrid 0ca3ba3744 Merged revisions 3089-3138 from 1.7 branch. Full merge, all changes from 1.7 beta phase up to now are included.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3139 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-01-08 11:46:38 +00:00
hybrid 618e7f81f6 Add new image and archive extensions supported by Irrlicht.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3085 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-12-28 14:06:54 +00:00
hybrid 5185fdf554 New example, provided by geoff some time ago. It shows some details for SMesh handling, which can be useful when manually creating or editing geometry.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3082 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-12-28 13:31:59 +00:00
hybrid ebda9739d3 Add OpenGL support for mode2
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3081 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-12-28 11:46:48 +00:00
hybrid c251aaf62f Change scrollbar to access negative framerates as well.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3080 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-12-28 11:36:20 +00:00
hybrid 26c3f03682 Add an example for how to use the 2d material settings.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3079 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-12-28 11:34:16 +00:00
hybrid d4620f37f5 Use the generic render method for more flexibility.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3078 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-12-28 11:24:23 +00:00
cutealien 28a04fbd42 Renamed OctTree to Octree
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3062 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-12-20 22:10:53 +00:00
cutealien 34121ef43a Use another node in materialviewer as background to make light-settings more obvious.
Clean it up some more and add more comments.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3052 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-12-14 17:28:20 +00:00
cutealien e10f17dcb2 Fix crash in Meshviewer when dialog-window was closed before opening model (found by randomMesh).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3035 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-12-11 09:50:54 +00:00
hybrid 47611a90bb Add all three render window selections possible in Irrlicht to example.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2985 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-12-04 22:52:38 +00:00
hybrid 1d2a2cd8bc Add driver choice.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2984 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-12-04 22:03:11 +00:00
cutealien a0aebc868b - Bugfix: Mousewheel no longer sends EMIE_MOUSE_WHEEL messages twice on Linux.
- Further cleanup/improvements to example 22 MaterialViewer


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2974 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-12-04 00:58:09 +00:00
cutealien d262f1081c Cleaning up example 22 MaterialViewer.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2970 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-12-02 23:40:31 +00:00
cutealien cbe11eae65 Some more minor cleanup in MeshViewer example.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2954 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-11-30 20:53:24 +00:00
cutealien ffe43a25e9 Rework MeshViewer:
- Break up EventHandler into more functions
- Add enums for all ID's
- Fix scaling display
- Add quick-scale buttons for *10 and * 0.01


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2953 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-11-30 20:40:49 +00:00
cutealien 741b0be9a4 Change font in MaterialViewer example as rendering of builtin font is messed up in GL on some systems (reported by randomMesh).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2943 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-11-29 17:33:13 +00:00
cutealien 4a03580fc7 Add material viewer example.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2942 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-11-29 17:12:40 +00:00
hybrid d28a6bb481 Fix triangle render for selection.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2901 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-11-20 14:54:43 +00:00
hybrid 53b01b72b0 Fix init warning.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2871 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-11-16 15:47:24 +00:00
hybrid f1d7323d41 Remove debug code
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2867 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-11-15 12:44:25 +00:00
cutealien c5af97e735 Windows show now active/inactive state.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2864 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-11-15 07:23:10 +00:00
hybrid 2ead52b2a1 Fix warnings.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2800 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-11-04 13:46:50 +00:00
cutealien 23ed479fd7 Fix compile warnings in Demo.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2793 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-11-04 00:47:29 +00:00
hybrid 7713cddaf8 Merged revisions 2748:2778 from branch 1.6. A few bug fixes (wrong drop/grab, normals handling, rotation animator) and many doc fixes.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2780 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-11-02 10:27:15 +00:00
hybrid 275874afb1 Merged from 1.6 branch, revisions 2684:2747. Windows serialization fix. Memleak in STL and LWO loader fixed. CursorControl under Windows fixed. CE compilation fixed. Example 21 for Linux fixed. IFileSystem and IFileList additions. Toolbar::addButton fixed. Device::run fixed. Anti-Aliasing on debug rendering disabled. Documenation updated.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2748 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-10-23 18:06:57 +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
bitplane 4141b29566 Added mesh converter to codeblocks project, fixed filesystem tests
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2614 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-08-16 00:30:19 +00:00
bitplane b41ae55899 Option to compile without the different archive loaders. Added GUI editor to codeblocks workspace
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2597 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-08-13 06:45:50 +00:00
bitplane c3240d1561 Fixed Quake3Explorer and added codeblocks project. Ensure paths in createFileList end in /, fixed bug in mountPointReader
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2596 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-08-13 05:28:19 +00:00
hybrid 57424c4a2b Add static target for win32.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2591 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-08-12 13:39:13 +00:00
cutealien 9d1ff03546 Fix crash in meshviewer example when loading a model with closed toolbox (port from 1.5 branch).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2542 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-08-01 17:56:04 +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 47b4dfe55b Fix crash if font does not load.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2522 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-07-29 12:11:20 +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
hybrid e6b44d8605 Added EXP2 fog distribution.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2480 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-07-15 21:39:25 +00:00
bitplane f0e4959484 - IFileSystem changes:
- Added TAR archive loader.
   - Renamed the following functions-
      IFileArchive::getArchiveType to getType
      IFileSystem::registerFileArchive to addFileArchive
      IFileSystem::unregisterFileArchive to removeFileArchive
      IFileArchive::openFile to createAndOpenFile
   - New enum, E_FILE_ARCHIVE_TYPE. getType on IArchiveLoader and IFileArchive now both return this.
   - IFileSystem::addFileArchive takes a parameter to specify the archive type rather always using the file extension. IFileSystem::addZipFileArchive, addFolderFileArchive and addPakFileArchive now use this but these functions are now marked as deprecated. Users should now use addFileArchive instead.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2447 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-07-06 09:10:23 +00:00
hybrid c655934954 Replaced some graphics by smaller versions in more compact formats.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2363 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-05-04 15:52:15 +00:00
hybrid e0a3e746b2 Add command line loading.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2331 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-04-17 13:41:29 +00:00
hybrid c8bdc67d27 Fixed lighting of the models.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2314 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-03-30 16:47:43 +00:00
hybrid 316139afd6 Fixed warnings.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2313 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-03-30 16:34:15 +00:00
hybrid 8974c62c49 Fixed warnings.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2312 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-03-30 16:30:49 +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
bitplane d60b1f3f6e missed a setResizeable -> setResizable
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2266 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-03-10 20:07:45 +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
hybrid 0aab2f1924 Added device method minimizeWindow which minimizes the render window (as if the minimize button has been clicked)
Renamed setResizeAble to setResizeable

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2258 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-03-08 21:15:28 +00:00
bitplane 8a0a55441d adapted OSX device code style to Irrlicht's rather than Cocoa's. Initial attempt at software driver support, isn't refreshing each frame yet
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2227 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-02-20 03:15:01 +00:00
engineer_apple 7ddbd4f886 - destination alpha saving for CImage
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2211 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-02-11 23:53:15 +00:00
engineer_apple 6ad288bf1a git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2210 dfc29bdd-3216-0410-991c-e03cc46cb475 2009-02-11 19:58:51 +00:00
engineer_apple 2340f9b849 Changes in 1.6 TA
- PixelBlend16 and PixelBlend16_simd are working for the new rules.
	- bugfix. CLightSceneNode didn't correctly update it's attributes
	
		Lighting Linear Attenuation.	= 1.f / radius
		
		The Example loadirr files set the lightscene radius to 1000.f but
		stays on the previous default attentuation with the older radius 100 -> 1.f / 100
		so the examples looks golden-brown.
		
		Now the radius is correctly!! set to the attenuation of 1.f/1000.f because the
		file doesn't have special attenuation. and now it looks more yellow.
		can anybody show me a correct screenshot for this file;-)? Niko?
		
		Or is this behavior the default lighting?. then it would be
		a fixed constant linear attenuation of 0.01f;-). Please clearify
		For now i didn't fixed it
		
		
		I encountered this behavior because i ( burning video ) used the original radius
		for calculations and so i've found that radius != 1.f / linearAttenuation but
		in the LightSceneNode this formula was used.. confused;-)
		

	- vector template and equals tests
		as working with the test suits i cleaned the template behavior (mixed types are
		used in the templates) and added all missing special math function with their coressponding type
		I also set the equal test for s32 to behave like the f32 routine.

		The function equals always implements a weak test.		
		that means a tolerance MUST always be used if you use the equal function. default is 1.
		you can set it to zero a==b-> equals ( a, b, 0 ) but do it explicit like you have to
		for floating compare. This is important when irrlicht is going to use special hardware
		math acceleration on a per function base, like sse2, or the other way round fixpoint.
	
	- VideoDriver drawPixel
		The HW renderes are using the alpha components for blending.
		The Software Renderes and image loaders are using CImage::setPixel copy. 
		so setPixel is engaged to either blends or copy the pixel
		default: false
	- Burningvideo
		added RenderMaterial EMT_SPHERE_MAP
			pushed burningsvideo to 0.43
		added RenderMaterial EMT_REFLECTION_2_LAYER
			pushed burningsvideo to 0.44
		set	EMT_TRANSPARENT_ALPHA_CHANNEL_REF
			to use AlphaRef 0.5 like Direct3D
			
		One Note: in OpenGL there is know difference between sphere_map and reflection layer
		both using GL_TEXTURE_GEN_MODE GL_SPHERE_MAP, whereas in d3d one time using camera_normal
		on sphere and reflection on refletcion_layer.
		
		The visual difference is that on sphere map the "image is not moving" when you rotate the 
		viewer. For Buring i took the opengl visual. always moving
				

	- rename quake3 SEntity to IEntity to be confom with IShader
		even IShader and IEntity are none pure virtual interfaces
		like most irrlicht objects


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2207 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-02-10 15:08:23 +00:00
engineer_apple c130d56b76 Changes in 1.6 TA
- fixed createMeshWith2TCoords
		normals were missing during copy. 
	- addded
		//! Creates a copy of the mesh, which will only consist of S3DVertex vertices.
		IMesh* CMeshManipulator::createMeshWith1TCoords(IMesh* mesh) const

	- added io::IFileSystem* CSceneManager::getFileSystem()
		for preparing to remove the (mostly) unnecessary double member variables
		in many loaders

	-	added virtual const c8* ISceneManager::getAnimatorTypeName(ESCENE_NODE_ANIMATOR_TYPE type);
		to the SceneManger Interface. just like getTypeName is public
	
	- added CSceneNodeAnimatorFlyCircle::radiusEllipsoid.
		if radiusEllipsoid == 0 the default circle animation is done
		else radiusEllipsoid forms the b-axe of the ellipsoid.
		
		-> gummiball bouncing
		
	- added ISceneManager::createFlyStraightAnimator variable bool ping-pong
		used in loop mode to device if start from beginning ( default ) or make ping-pong
		
		-> straight bouncing

	- changed IFileSystem::registerFileArchive
		remove the index of the hiarchy and added a new interface method
	
		//! move the hirarchy of the filesystem. moves sourceIndex relative up or down
		virtual bool moveFileArchive( u32 sourceIndex, s32 relative ) = 0;
	
	 	
	- bugfix and changes in
		SViewFrustum::SViewFrustum
		wrong size of Matrices copy. This bug must be ages old... (typo)
		detected during resizing the Matrices. removed obsolute Matrices
		renamed E_TRANSFORMATION_STATE_2 to E_TRANSFORMATION_STATE_FRUSTUM
		
		therefore also changed SViewFrustum::setTransformState to not tap
		in the pitfall again of wrong memory...
		and renamed it to getTransform, like in the driver
		and Matrices private
		
	- OpenGL:
		Specular 
	- moved
		//! EMT_ONETEXTURE_BLEND: has BlendFactor Alphablending
		inline bool textureBlendFunc_hasAlpha ( E_BLEND_FACTOR factor ) const
		from the material renderes ( 3x declared ) to SMaterial.h

	- updated managed light example to use standard driver selection
	- BurningsVideo
		- LightModel reworked.
			Point Light & Direction Light works for Diffuse Color as aspected
			Specular and Fog still have problems ( needs new pixel shader )
			pushed burningsvideo to 0.42 for this major step

		-	removed obsolete matrix transformations
			renamed E_TRANSFORMATION_STATE_2 to E_TRANSFORMATION_STATE_BURNING

			
	- cleaned line3d.h vector3d.h template behavior.
		many mixed f32/f64 implementations are here. i'm not sure if this should be
		the default behavior to use f64 for example for 1.0/x value, because they
		benefit from more precisions, but in my point of view the user is responsible
		of choosing a vector3d<f32> or vector3d<f64>.
	- added core::squareroot to irrmath.h
		-> for having candidates for faster math in the same file
	- added AllowZWriteOnTransparent from SceneManager to burningsvideo	
		Following SceneManger guideline
	-added hasAlpha() to ITexture
		This info can be used for e.q to downgrade a transparent alpha channel blit
		to add if the texture has no alpha channel.
	


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2199 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-02-05 15:33:55 +00:00
hybrid 5af050be2c Make renderpass enum combinable.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2191 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-02-03 23:29:48 +00:00
Rogerborg be994b9f22 Set a more useful initial camera position in example 07.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2178 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-02-01 19:34:22 +00:00
Rogerborg 5478f80545 https://sourceforge.net/tracker2/?func=detail&aid=1797487&group_id=74339&atid=540678
- Triangle selectors created from animated mesh scene nodes will update themselves as required to stay in sync with the node.
 - ISceneCollisionManager::getSceneNodeAndCollisionPointFromRay() allows selection by BB and triangle on a heirarchy of scene nodes.
Example 07 updated to show the usage of ISceneCollisionManager::getSceneNodeAndCollisionPointFromRay(), used on animated meshes.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2177 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-02-01 18:56:05 +00:00
Rogerborg bd192519d6 http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=32019
Derive COctTreeSceneNode from IMeshSceneNode instead ISceneNode, and have it return the IMesh that was used to create its octtree.  Tested with a slightly modified example 07.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2173 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-31 15:58:43 +00:00
engineer_apple cf7246f704 xbox update.
example 21.update. save/load game data on driver change

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2157 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-28 14:52:13 +00:00
hybrid a8e2b2367c Fix memory corruption due to char/wchar_t casts.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2156 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-28 12:32:57 +00:00
hybrid 2f315b4349 Fix some project issues.
Adapted some more methods to the new string API.
renamed FileSystem method.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2150 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 22:26:38 +00:00
hybrid 2f2f23c21a Fix some warnings under Linux.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2149 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 17:45:16 +00:00
engineer_apple dfa2d627b2 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@2148 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 15:57:07 +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
hybrid 60e1e5a3e1 Another dimension2di to u change.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2128 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-22 21:24:48 +00:00
Rogerborg 81671c23b2 https://sourceforge.net/tracker2/index.php?func=detail&aid=2498791&group_id=74339&atid=540678
Revert my previous ITriangleSelector patch and implement garritg's great idea about retrieving an ISceneNode by index.  Add an out parameter to ISceneCollisionManager::getCollisionPoint() to return the hit scene node.  This is an API breaking change; the test and example apps have been updated.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2125 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-22 15:50:06 +00:00
hybrid ca8f261819 Merged from 1.5 branch to trunk, all changes from 2088 to 2120. Mainly doc updates. Fix for non-skinned animated meshes with different current frames.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2121 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-22 12:40:06 +00:00
Rogerborg a60d0af20f Pass dimension2d<s32> to createDevice in example 01.HelloWorld main.cpp (createDevice() only <u32> on the trunk only)
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2116 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-21 17:29:06 +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 7472bcd83c Merged from 1.5 branch to trunk, all changes from 2042 to 2071. cursor setVisible fix, OSX FPS cam fix, ALPHA_CHANNEL_REF fix, new method draw2dRectOutline, setOverrideFont fixes, getCollisisonPoint distance bug fix.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2072 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-14 12:37:51 +00:00
hybrid 242c1d8d04 Fix project files
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2070 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-13 21:32:00 +00:00
Rogerborg 06ae5c41ef Fix managed lights example build bug on C::B / Linux.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2066 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-12 12:02:19 +00:00
Rogerborg ee5942f4c1 Add example 20 to C::B and VC7/VC9 projects. Fix some build issues with the light manager and example.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2065 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-12 11:52:50 +00:00
Rogerborg 94a1346a5c Adding an optional light manager that allows hardware lights to be turned on and off before each scene node is rendered. This can be used to produce "zoned" lighting.
If a light manager is not registered, the existing behaviour (activate the closest lights to the camera) will be retained unchanged.  New example project added to demonstrate the usage, and regression tests and existing samples run.  No regression test for the light manager yet, since I am more interested in not regressing the default behaviour.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2064 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-12 10:55:39 +00:00
Rogerborg bac02b5bb0 https://sourceforge.net/tracker2/?func=detail&aid=2473520&group_id=74339&atid=540676
Change ray/bounding box selection so that the nearest node is determined by the actual collision point with the bounding box (or the distance to the box centre if the ray starts inside the box).  Since this is a functional change from the old behaviour, I'm only committing to the trunk.  This will be slightly slower than the old method, but should return the correct node; I consider accuracy to take priority over efficiency for collision.

tests/sceneCollisionManager.cpp has been updated, as has examples/07.Collision/main.cpp.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2047 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-06 15:12:15 +00:00
hybrid 6fe8e2d89d Merged from 1.5 branch to trunk, all changes from 2018 to 2041. OSX keyboard fix, OpenGL version fix, some tests fixed. Example 9 text position fixed.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2042 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-05 15:34:22 +00:00
hybrid ac8ee5270d Initialisation changed to use createDeviceEX
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2031 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-04 17:11:54 +00:00
hybrid 136f9981d5 Oops, off by one merge error. Revision 1885 was missing in trunk...
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2026 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-03 23:19:41 +00:00
Rogerborg b2ea2b3fee Fix Maya and FPS cameras so that they only animate if they are:
1) The active camera.
2) Receiving input.

This allows example 09.Meshviewer (with two cameras) to work as expected.  Replace the magic numbers in that example with enumerated values.

This patch also exposes ISceneNode::SceneManager through a public getSceneManager() API.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1974 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-12-18 15:25:30 +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 ace653f4fc Merged revisions 1885:1912 from 1.5 branch. More unit tests and bug fixes.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1913 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-12-03 22:26:53 +00:00
hybrid 7a1fac9dfb Merged revisiosn 1851:1883 from 1.5 branch. unit tests and severla bug fixes.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1884 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-11-29 22:35:56 +00:00
hybrid 19491a579f Merged from 1.5 branch revisions 1837:1850. Light property changes, shader problems fixed, OSX resize fixed, meshloader debug messages disabled.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1851 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-11-27 23:25:20 +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 e0bf67e05e Tidy up the User Interface example to pass a context instead of using globals, and enumerate values instead of using magic numbers. Just for niceness.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1813 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-11-23 13:36:30 +00:00
Rogerborg a83051f62e Bug https://sourceforge.net/tracker/index.php?func=detail&aid=1769820&group_id=74339&atid=540676
Significant internal change to the way that FPS camera jump speed and collision response animator gravity interact.  The behaviour is now much more realistic, but it will require you to adjust your jump speed and gravity.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1811 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-11-22 23:41:11 +00:00
hybrid 3915fd9c9e Makefile for concurrent builds.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1796 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-11-21 11:43:25 +00:00
hybrid 5fed90d38b Missing break spotted by CuteAlien.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1784 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-11-20 13:59:19 +00:00
hybrid aa85d14ed3 Fix emitter interface.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1767 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-11-17 08:30:35 +00:00
Rogerborg 0a1d6a8904 Adding camera rotation/target binding to changes.txt. Updating the example 19 vc9 vcproj GUID (I can't pretend to understand why it keeps changing).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1758 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-11-15 17:13:12 +00:00
Rogerborg 604d2fd754 Replace possessive "it's" with the grammatically correct "its".
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1756 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-11-15 00:42:45 +00:00
hybrid 47d10f9ffd Move particle scale from ParticleSystem to Emitter.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1754 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-11-14 23:19:05 +00:00
hybrid c73357af9e The new scale values require the emitter to be set before the particle scale is set. I guess we might have to change something else here...
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1751 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-11-14 22:06:23 +00:00
Rogerborg 1460843e14 Fix vcproj GUIDS for example 19.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1744 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-11-14 12:28:52 +00:00