Commit Graph

37 Commits (master)

Author SHA1 Message Date
cutealien 6a05db3a0a Prevent some compiler warnings when using clang.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5585 dfc29bdd-3216-0410-991c-e03cc46cb475
2017-11-28 21:54:18 +00:00
cutealien 56b2701f04 Next try at fixing bug #433 (https://sourceforge.net/p/irrlicht/bugs/433/)
The fix in r5480 couldn't work because the previous c99 check did fail with c++ compilers.
Now including limits.h as that seems to use __WORDSIZE internally. And also we include it already at other places
so it shouldn't add new problems (unlike stdint.h and/or <stdint> which is one of the biggest messes c/c++ ever produced
if you try to use it in compiler/platform independent code which compiles under c and c++).
But... still not sure if the bug is fixed like that now.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5489 dfc29bdd-3216-0410-991c-e03cc46cb475
2017-06-20 22:44:04 +00:00
cutealien ba24819b82 Trying to fix problem with function signatures changes depending on include order of irrlicht.h and stdint.h
This was reported in bug #433 by neoascetic (https://sourceforge.net/p/irrlicht/bugs/433/)
Still have to test compiling this on more platforms. If it works we might backport it to 1.8


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5480 dfc29bdd-3216-0410-991c-e03cc46cb475
2017-06-10 11:46:38 +00:00
cutealien bff50c751d Spelling fixes.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5327 dfc29bdd-3216-0410-991c-e03cc46cb475
2016-08-13 12:50:06 +00:00
cutealien cacfc0a8b0 Make certain the override macro can also be used in gcc5 when c++11 is set.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5142 dfc29bdd-3216-0410-991c-e03cc46cb475
2015-09-20 19:11:03 +00:00
cutealien c1c8ec280b Fix compiling on Linux (got broken on recent swprintf/snprintf changes).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5058 dfc29bdd-3216-0410-991c-e03cc46cb475
2015-03-02 00:57:59 +00:00
cutealien ab330c1204 Replace the swprintf and snprintf defines by swprintf_irr and snprintf_irr to avoid conflicts with the standard libraries (and other libraries).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5055 dfc29bdd-3216-0410-991c-e03cc46cb475
2015-03-01 22:00:17 +00:00
cutealien ab00c9db09 Update minimal compiler support to Microsoft Visual Studio 9.0 and remove some workarounds for earlier versions.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5051 dfc29bdd-3216-0410-991c-e03cc46cb475
2015-03-01 17:34:55 +00:00
cutealien 0cbb9112a3 _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX removed.
This was a bugfix for VS2003 (in combination with .NET) which we haven't supported in a while.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5050 dfc29bdd-3216-0410-991c-e03cc46cb475
2015-03-01 17:12:12 +00:00
cutealien fdf52abb5e _IRR_OVERRIDE_ needed a few more checks on gcc to prevent compile warnings on some systems.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4570 dfc29bdd-3216-0410-991c-e03cc46cb475
2013-08-05 20:53:35 +00:00
hybrid f8d7aab701 Add override patch by hende, to check for proper deriving in the class tree. Added MSVC support for this feature, should work beginning with MSVC 2010
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4539 dfc29bdd-3216-0410-991c-e03cc46cb475
2013-06-17 08:57:19 +00:00
hybrid 9f7227b7ad Some whitespace adjustment.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4500 dfc29bdd-3216-0410-991c-e03cc46cb475
2013-04-05 21:55:05 +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 0a2330890a Bump copyright to 2012
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4320 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-09-30 23:38:54 +00:00
hybrid 1c43d27cca Copy s64 type to unsigned u64 counterpart. Add borland checks as suggested by Ethon
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4137 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-04-18 11:33:10 +00:00
cutealien d3b4e039fc Another s64 fix, this time for gcc on 64-bit platforms.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4118 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-03-26 10:25:15 +00:00
cutealien c96ab8b96e irr::s64 now compiles with -ansi and -pendentic on gcc without warnings. Also can now be disabled completely by define.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4116 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-03-24 11:29:06 +00:00
cutealien 960dac6ed0 Add irr::s64 back in (using long long for non VS compilers). If there's any problem with this please inform me, I'd like that to stay in as it makes Irrlicht a lot easier to use in combination with the Clipper library (a boost-licensed library for working with 2d polygons).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4114 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-03-23 15:45:39 +00:00
hybrid edade62497 Some unicode fixes by Nalin et al.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3775 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-06-02 19:18:00 +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
hybrid 9e9e55a903 Merged revisions 3218-3270 from branch 1.7. Many bugfixes, mainly in GUI and device, a few mesh loader fixes. Octree culling bug fix.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3271 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-04-03 22:21:50 +00:00
hybrid e7b200fef4 Merged revisions 2892:2947 from 1.6 branch. Mainly GUI fixes. Cylinder texturing enhanced. WIN64 defines everywhere also use _WIN64. Code layout and documentation updates.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2948 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-11-30 14:42:58 +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
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
hybrid c701279239 Fix some docs and put c16 into irr namespace.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2457 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-07-09 09:21:27 +00:00
hybrid 9fe9af1f57 Make D3D9 driver use screen coords in 2d mode. D3D8 will follow.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2336 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-04-20 16:54:27 +00:00
hybrid a4087d5c82 Define for deprecation of symbols, made by Nox.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2323 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-04-03 21:20:12 +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 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 cdffc4a5d6 Merge from branch 1.4, revisions 1344:1352, which are the doc updates from the 1.4.1 release.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1353 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-05-22 11:51:37 +00:00
hybrid 897a3fa6a6 Merged from branch 1.4 revisions 1290:1305.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1306 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-03-30 23:19:12 +00:00
engineer_apple 24334f193c added Initial Windows Mobile 6 Version.
- Windows Mobile 6 SDK
- Visual Studio 2005 only
Minor:
- Burningvideo: MipMap Selection repaired
- renamed private Driver function getTextureSizeFromImageSize to
  getTextureSizeFromSurfaceSize


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1146 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-01-02 10:28:12 +00:00
hybrid 647356f7f9 Added MSVC support for sprintf_s
Added copyright notice to all platform libs
Removed some (hopefully) unused libs

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@909 dfc29bdd-3216-0410-991c-e03cc46cb475
2007-09-05 15:21:47 +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