77 Commits

Author SHA1 Message Date
hybrid
c575836343 Add new normal render method to all places where this is already supported. Thereby replacing some of the old and time consuming normal renders, as pointed out by pc0de
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4026 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-01-04 01:04:35 +00:00
hybrid
1c495448f2 Getting onto a patch from an anonymous poster, I've added some else branches to avoid too large redundant code parts after unconditional returns. These might at least raise some unwanted warnings, though I don't know why an error would occur.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3869 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-06-27 08:37:56 +00:00
hybrid
07de425732 Support relative filenames in serialization
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3709 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-05-09 12:42:24 +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
d21c24b15e Fix directory recognition in ZIP reader. Added tests for findFile with and without directories.
Fix warning message in CAnimatedMeshSceneNode
Change C-cast to reinterpret in CIrrDeviceLinux

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3548 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-01-07 23:55:58 +00:00
cutealien
a8f35e0d0b Make sure we can link again without _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_ (reported by Yoran)
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3537 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-01-06 13:42:01 +00:00
hybrid
9f6d50804a Fix setMesh for skinned meshes, as reported by wing64. The joints cache was not updated, and hence the node reported and returned wrong joints.
Added support for resetting the transition time to 0.
Fixed some method names (correct camel case, create replaced by add, upper case fixed) in skinnedMesh.cpp

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3526 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-12-30 14:49:19 +00:00
hybrid
8b5ed2bc5f Change addShadowVolumeSceneNode to replace the current shadow completely. This allows to change the shadow parameters, such that a call to addShadowVolumeSceneNode will always result in the correct shadow. Note that redundant calls to this method will be quite expensive now, so avoid them.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3477 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-12-04 23:45:21 +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
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
cutealien
9e10006ac4 Add logging level ELL_DEBUG. Use it in CAnimatedMeshSceneNode::getJointNode to prevent log-spamming for not found names (that's valid usually).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3324 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-06-24 20:24:25 +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
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
7b6640fd8f Return shadow node if adding to a node that already has a shadow.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3065 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-12-22 16:19:08 +00:00
hybrid
9fbd2926fb Reduce some more calls to the named path conversions.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3024 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-12-08 00:45:35 +00:00
cutealien
7e91fcb00f Simplyfy SNamedPath
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3020 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-12-07 22:45:39 +00:00
cutealien
58764ce8b9 - Keep filenames additionally to internally used names for meshes, fonts, textures and sprites to fix problems with uppercase-filenames on Linux.
- Adapt MeshCache interface to make the difference between names and filenames more clear. Old functions behave the same, but are deprecated.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3004 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-12-06 04:52:15 +00:00
hybrid
d9e92b0783 Add FPS getter for Animated Mesh SN, add some values in serialization.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2767 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-10-28 13:42:47 +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
7d31e86931 ReadOnlyMaterials in animated mesh node now works (reported by buffer)
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2611 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-08-14 14:08:22 +00:00
hybrid
ba3024f023 Merged revisions 2440:2473 from 1.5 branch. obj writer shininess fixed. Shadow volume removal fixed.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2474 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-07-13 13:14:32 +00:00
cutealien
2dc5c7d7d5 - Reversed change in vector3d::normalize. The check for 0 vector isn't there for optimization, but to prevent NAN values.
Works now again as documented and a corresponding test has been added.
  Does fix bug 2770709 (https://sourceforge.net/tracker/?func=detail&aid=2770709&group_id=74339&atid=540676)
- Animations can now be paused by setting the fps to 0.
- Avoid fp-precision problem in getPickedNodeBB (see also 
http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=33838&highlight=). 
  This change might also fix the problem with picking nodes found by aanderse 
(http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=32890&highlight=)



git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2419 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-06-11 22:56:51 +00:00
hybrid
03cad465a3 Changed the frame calculation to diff-based, as suggested on the tracker.
Changed default frame rate from 250FPS to 25 to FPS.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2329 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-04-11 23:28:39 +00:00
hybrid
5c7c557dd5 Some fixes for negative FramesPerSecond.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2328 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-04-11 20:51:31 +00:00
hybrid
42b0b92cab Two more self-assignment fixes. setMesh still resets the values, though.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2201 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-02-06 11:56:37 +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
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
a8d090c43b Added an enum and support for other Depth comparison functions.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2129 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-22 22:39:40 +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
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
Rogerborg
0025933fb0 http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=31496
Forget about the cached mesh frame for animated mesh scene nodes when the mesh is changed.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1963 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-12-17 11:28:16 +00:00
hybrid
9bc11201d5 Merged from 1.5 branch to trunk, all changes from 1933 to 1953. Camera and animation fixes, project file updates, etc.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1954 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-12-15 14:18:11 +00:00
hybrid
ad43762777 Merged from 1.5 branch to trunk, all changes from 1913 to 1932. Mostly example and test fixes. Some bug fixes, camera interface changes.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1933 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-12-08 17:06:34 +00:00
hybrid
0b03402773 Merged from 1.5 branch to trunk, all changes from 1821 to 1835. Mostly warning fixes, GL ASM shaders repaired, d3d9 RTTs less memory consuming, skinned mesh bboxes updating.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1837 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-11-26 10:44:30 +00:00
hybrid
8d288d3213 Fixed init warning from gcc.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1808 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-11-22 22:14:12 +00:00
Rogerborg
1c0fab0d96 Update the bounding boxes of animated skinned meshes. (Attempt to) remove duplication of the recalculation of frames of animated meshes in CAnimatedMeshSceneNode::OnAnimate() and CAnimatedMeshSceneNode::render().
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1805 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-11-21 23:19:52 +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
lukeph
f3927d5cc2 Was missing a call to load the joints into the node in getJointNode(u32 jointID)
like with getJointNode(const c8* jointName)

reported by xray here: http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=30486

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1634 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-10-17 05:27:26 +00:00
hybrid
6fdfa14d6e Clone method implementation for Animated Mesh Scenenode, by rogerborg.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1620 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-10-08 14:56:40 +00:00
hybrid
47eaf3c0fc Another material cleanup for the debug renders.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1610 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-10-01 21:06:34 +00:00
hybrid
f2a70abb69 Don't render debug boxes with complete transparency
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1609 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-10-01 20:47:11 +00:00
hybrid
76547f8f97 Added support for proxy meshes as source of the shadow volume. This enables the use of a simplified version of a mesh for the generation of the shadow volume, which can significantly improve the render performance with shadow volumes. Patch provided by tonic.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1477 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-08-08 19:39:24 +00:00
hybrid
17d5f8a3f6 Merged from 1.4 branch revisions 1368:1422.
This fixes wrong child handling in AnimatedMesh SceneNode, 2dimage clipping in d3d drivers, and a string handling issue in example 16.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1423 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-07-28 17:34:05 +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
35cb5664d3 Make md3 models movable again.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1335 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-04-29 15:15:51 +00:00
hybrid
755e117078 Merged from 1.4 branch revisions 1316:1328.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1329 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-04-29 11:34:54 +00:00
hybrid
ca91742a1e Fixed a possible transformation problem in debug render.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1289 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-03-19 09:33:59 +00:00
hybrid
451d5bca72 Merged from 1.4 branch revisions 1251:1271
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1272 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-03-02 14:28:48 +00:00
hybrid
beea38a195 Merged from 1.4 branch revisions 1235:1250
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1251 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-02-21 00:20:39 +00:00