(may need to add support for directx8 and software?)
-made terrainNode use DynamicMeshBuffer, so it can use 32bit buffers. (no more size limits now on terrains!!! )
if the terrainNode loads an image over 256x256, it is set to 32bit, smaller sizes will use 16bit for better speed.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1515 dfc29bdd-3216-0410-991c-e03cc46cb475
Optimized isBetweenPoints for vector2d
Added some virtual qualifiers for better readability
Added some terrain interface methods which are not properly working, yet
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1513 dfc29bdd-3216-0410-991c-e03cc46cb475
-fixed a rendering state bug, in openGL and directx drivers, while changing from 3d to 2d rendering.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1403 dfc29bdd-3216-0410-991c-e03cc46cb475
-so far only the openGL driver is supported, will add dx tomorrow or the next day
-right now to use, go: MeshBuffer->setHardwareMappingHint(EHM_STATIC); but this will be automatic when complete
-code needs a clean up, and the design isn't fixed, I just wanted to get stuff happening :)
-works well with hardware skinning :)
(design: http://img220.imageshack.us/img220/1931/vbo8xy8.png)
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1095 dfc29bdd-3216-0410-991c-e03cc46cb475