Also clarified animation documentation to describe current behavior more exactly.
CSkinnedMesh had returned the last key instead of the number of keys.
Thx to whoever mentioned to me once that our example dwarf is not playing his full animation in the meshviewer.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5118 dfc29bdd-3216-0410-991c-e03cc46cb475
- Fix loading of .X and .B3D models with non-normalized quaternion rotations
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5102 dfc29bdd-3216-0410-991c-e03cc46cb475
.x meshloader regards now AnimTicksPerSecond (thx @qian for a test-model and bugreport).
CAnimatedMeshSceneNode::setMesh had commented-out the setAnimationSpeed line in version r3526 which was about a joint-cache fix for skinned meshes. But there was no comment about why that line had to be removed or commented out, so my guess is that this was only a test (I hope). And it caused animation-speed values for the meshes to be ignored unless user specified it explicitly while animation range was still changed in setMesh.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5097 dfc29bdd-3216-0410-991c-e03cc46cb475
That dreadFun function looks rather suspiciously like some test which doesn't belong into Irrlicht anyway...
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5096 dfc29bdd-3216-0410-991c-e03cc46cb475
- Interface getMeshType moved from IAnimatedMesh up to IMesh.
- Static b3d mesh-writer written by Hendu, support for animated meshes added by JLouisB, testing and bugfixes by CuteAlien.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5095 dfc29bdd-3216-0410-991c-e03cc46cb475
You can still access the frustum boundingbox through the frustum itself.
Also CSceneCollisionManager collision functions ignore now empty collision boxes.
This means cameras no longer show up in the node-collision of the SceneCollisionManager.
Tests have been adapted correspondingly.
Note that this behavior was once before changed in Irrlicht (rev. 345). But it was one of many changes and there was no documentation or log-message about why anyone would like
the cameras to show up in node-collisions based on their frustum boundingbox. Without any hints about the why I decided to change it back as it's just confusing.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5094 dfc29bdd-3216-0410-991c-e03cc46cb475
(checked ranges of available values - casts look fine there).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5093 dfc29bdd-3216-0410-991c-e03cc46cb475
This was caused by quick calls to XUnmapWindow followed by XMapWindow which some WM's can't handle.
Adding a long sleep call (~200ms) in between would have been a workaround, but looked ugly as the window is hidden in the meantime.
I found no reference in X11 documentation that unmapping is necessary for this, so I removed those calls now.
Changing the resize flags still works in my tests on Debian and Ubuntu. If it causes problems we have to switch to the ugly hack
or get certain systems to repair their window managers.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5091 dfc29bdd-3216-0410-991c-e03cc46cb475
In 4774 we tried fixing zwriting for shader materials as those are ignored in SMaterial::isTransparent.
This affected too many existing projects and made it hard to still write to zbuffer in some situations where it was necessary. So trying now another approach which brings back old functionality mostly, but allows users to have more fine-control with a new flag. Using an enum instead of bool for the new flag as it's foreseeable that more options might be necessary for this in the future.
Note: Several tests are currently failing, but they did that before, so that has to be debugged on it's own.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5076 dfc29bdd-3216-0410-991c-e03cc46cb475
- Fixed OpenGL RTT.
- Fixed compilation issues in some unit tests.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5072 dfc29bdd-3216-0410-991c-e03cc46cb475
Missing people with interest in maintaining it. Anyone who still needs DX8 can branch the previous svn version or use Irrlicht 1.8.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5053 dfc29bdd-3216-0410-991c-e03cc46cb475
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
Note, I would have liked to get it compiling again a last time, but it was referring to a class which didn't exists, so I didn't know what to make of that.
NVidia has also stopped supporting this by the way.
No changes for MacOSX project files, so those still might have to be fixed.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5046 dfc29bdd-3216-0410-991c-e03cc46cb475
NOTE: This is likely the last change to DX8 in trunk, as it's going to be removed now. Just wanted to get it working again before removing.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5044 dfc29bdd-3216-0410-991c-e03cc46cb475