Expose the collision result position in ISceneNodeAnimatorCollisionResponse, to give more information to the user app. Thanks again to garritg.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2120 dfc29bdd-3216-0410-991c-e03cc46cb475
Initial support for Alpha To Coverage. Doesn't properly work on my laptop, so needs some more fixing and tuning before it actually works.
Fixed AntiAliasing on Win32/OpenGL.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2118 dfc29bdd-3216-0410-991c-e03cc46cb475
Grey out combo boxes when they're disabled. Not tested, as I feel like living dangerously.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2115 dfc29bdd-3216-0410-991c-e03cc46cb475
Improve matrix::getScale() to return the absolute scale values when the matrix contains a rotation. This still isn't perfect, but it's an improvement. New unit test added.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2114 dfc29bdd-3216-0410-991c-e03cc46cb475
Add an ICollisionCallback to ISceneNodeAnimatorCollisionResponse to inform the application when collisions occur (and allow it to ignore them). Thanks to garrit for this patch! The existing collisionResponseAnimator unit test has been updated to exercise the new functionality.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2111 dfc29bdd-3216-0410-991c-e03cc46cb475
Add an optional startPosition parameter to createFlyCircleAnimator() to allow specifying a start position on the circle. New unit test added.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2105 dfc29bdd-3216-0410-991c-e03cc46cb475
Added a creation parameter for doublebuffering.
Cleaned up the framebuffer clean methods in OpenGL.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2102 dfc29bdd-3216-0410-991c-e03cc46cb475
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
Change IVideoDriver::writeImageToFile() to always use the IWriteFile filename rather than taking a separate extension.
Test updated.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2082 dfc29bdd-3216-0410-991c-e03cc46cb475
Add IFileSystem::createMemoryWriteFile() to allow writing to memory.
Replace CMemoryReadFile with CMemoryFile that also implement IWriteFile.
Add an IVideoDriver::writeImageToFile() overload that takes an IWriteFile.
This allows writing (e.g.) screenshots to memory, rather than directly to file.
New unit test added to test the new functionality. Tested on Windows with VS2005 and C::B. I'll do Linux ASAP.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2081 dfc29bdd-3216-0410-991c-e03cc46cb475
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
Have all public ISceneCollisionManager.h methods take 'const type &' rather than 'type' where appropriate.
Conversely, have CSceneManager::getPickedNodeBB() take a non-const 'core::line3df& ray', so that child nodes can truncate the master ray when they get a collision.
This is an API change, so goes to the trunk only.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2050 dfc29bdd-3216-0410-991c-e03cc46cb475
Last fix to CSceneCollisionManager::getPickedNodeBB(). ;) Efficiency improvements to reduce the number of checks, since we can only hit one face of each box, and we needn't consider boxes that are further away than the closest hit.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2049 dfc29bdd-3216-0410-991c-e03cc46cb475
Another fix to CSceneCollisionManager::getPickedNodeBB(). Ensure that the collision point with the plane of a box is actually on the box surface rather than outside it. Retested with regression test and example 07.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2048 dfc29bdd-3216-0410-991c-e03cc46cb475
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