Win32: Added X buttons to mouse.
SDL: Swapped middle and right buttons, added button state mask and fixed unresolved external.
GUI: Fixed scroll input in combo box.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2217 dfc29bdd-3216-0410-991c-e03cc46cb475
- PixelBlend16 and PixelBlend16_simd are working for the new rules.
- bugfix. CLightSceneNode didn't correctly update it's attributes
Lighting Linear Attenuation. = 1.f / radius
The Example loadirr files set the lightscene radius to 1000.f but
stays on the previous default attentuation with the older radius 100 -> 1.f / 100
so the examples looks golden-brown.
Now the radius is correctly!! set to the attenuation of 1.f/1000.f because the
file doesn't have special attenuation. and now it looks more yellow.
can anybody show me a correct screenshot for this file;-)? Niko?
Or is this behavior the default lighting?. then it would be
a fixed constant linear attenuation of 0.01f;-). Please clearify
For now i didn't fixed it
I encountered this behavior because i ( burning video ) used the original radius
for calculations and so i've found that radius != 1.f / linearAttenuation but
in the LightSceneNode this formula was used.. confused;-)
- vector template and equals tests
as working with the test suits i cleaned the template behavior (mixed types are
used in the templates) and added all missing special math function with their coressponding type
I also set the equal test for s32 to behave like the f32 routine.
The function equals always implements a weak test.
that means a tolerance MUST always be used if you use the equal function. default is 1.
you can set it to zero a==b-> equals ( a, b, 0 ) but do it explicit like you have to
for floating compare. This is important when irrlicht is going to use special hardware
math acceleration on a per function base, like sse2, or the other way round fixpoint.
- VideoDriver drawPixel
The HW renderes are using the alpha components for blending.
The Software Renderes and image loaders are using CImage::setPixel copy.
so setPixel is engaged to either blends or copy the pixel
default: false
- Burningvideo
added RenderMaterial EMT_SPHERE_MAP
pushed burningsvideo to 0.43
added RenderMaterial EMT_REFLECTION_2_LAYER
pushed burningsvideo to 0.44
set EMT_TRANSPARENT_ALPHA_CHANNEL_REF
to use AlphaRef 0.5 like Direct3D
One Note: in OpenGL there is know difference between sphere_map and reflection layer
both using GL_TEXTURE_GEN_MODE GL_SPHERE_MAP, whereas in d3d one time using camera_normal
on sphere and reflection on refletcion_layer.
The visual difference is that on sphere map the "image is not moving" when you rotate the
viewer. For Buring i took the opengl visual. always moving
- rename quake3 SEntity to IEntity to be confom with IShader
even IShader and IEntity are none pure virtual interfaces
like most irrlicht objects
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2207 dfc29bdd-3216-0410-991c-e03cc46cb475
- fixed createMeshWith2TCoords
normals were missing during copy.
- addded
//! Creates a copy of the mesh, which will only consist of S3DVertex vertices.
IMesh* CMeshManipulator::createMeshWith1TCoords(IMesh* mesh) const
- added io::IFileSystem* CSceneManager::getFileSystem()
for preparing to remove the (mostly) unnecessary double member variables
in many loaders
- added virtual const c8* ISceneManager::getAnimatorTypeName(ESCENE_NODE_ANIMATOR_TYPE type);
to the SceneManger Interface. just like getTypeName is public
- added CSceneNodeAnimatorFlyCircle::radiusEllipsoid.
if radiusEllipsoid == 0 the default circle animation is done
else radiusEllipsoid forms the b-axe of the ellipsoid.
-> gummiball bouncing
- added ISceneManager::createFlyStraightAnimator variable bool ping-pong
used in loop mode to device if start from beginning ( default ) or make ping-pong
-> straight bouncing
- changed IFileSystem::registerFileArchive
remove the index of the hiarchy and added a new interface method
//! move the hirarchy of the filesystem. moves sourceIndex relative up or down
virtual bool moveFileArchive( u32 sourceIndex, s32 relative ) = 0;
- bugfix and changes in
SViewFrustum::SViewFrustum
wrong size of Matrices copy. This bug must be ages old... (typo)
detected during resizing the Matrices. removed obsolute Matrices
renamed E_TRANSFORMATION_STATE_2 to E_TRANSFORMATION_STATE_FRUSTUM
therefore also changed SViewFrustum::setTransformState to not tap
in the pitfall again of wrong memory...
and renamed it to getTransform, like in the driver
and Matrices private
- OpenGL:
Specular
- moved
//! EMT_ONETEXTURE_BLEND: has BlendFactor Alphablending
inline bool textureBlendFunc_hasAlpha ( E_BLEND_FACTOR factor ) const
from the material renderes ( 3x declared ) to SMaterial.h
- updated managed light example to use standard driver selection
- BurningsVideo
- LightModel reworked.
Point Light & Direction Light works for Diffuse Color as aspected
Specular and Fog still have problems ( needs new pixel shader )
pushed burningsvideo to 0.42 for this major step
- removed obsolete matrix transformations
renamed E_TRANSFORMATION_STATE_2 to E_TRANSFORMATION_STATE_BURNING
- cleaned line3d.h vector3d.h template behavior.
many mixed f32/f64 implementations are here. i'm not sure if this should be
the default behavior to use f64 for example for 1.0/x value, because they
benefit from more precisions, but in my point of view the user is responsible
of choosing a vector3d<f32> or vector3d<f64>.
- added core::squareroot to irrmath.h
-> for having candidates for faster math in the same file
- added AllowZWriteOnTransparent from SceneManager to burningsvideo
Following SceneManger guideline
-added hasAlpha() to ITexture
This info can be used for e.q to downgrade a transparent alpha channel blit
to add if the texture has no alpha channel.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2199 dfc29bdd-3216-0410-991c-e03cc46cb475
Still a problem with normals, although they are now generated with Irrlicht's meshmanipulator methods.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2182 dfc29bdd-3216-0410-991c-e03cc46cb475
- Triangle selectors created from animated mesh scene nodes will update themselves as required to stay in sync with the node.
- ISceneCollisionManager::getSceneNodeAndCollisionPointFromRay() allows selection by BB and triangle on a heirarchy of scene nodes.
Example 07 updated to show the usage of ISceneCollisionManager::getSceneNodeAndCollisionPointFromRay(), used on animated meshes.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2177 dfc29bdd-3216-0410-991c-e03cc46cb475
Add IVideoDriver methods to enumerate the available image loaders and writers. Unit test added.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2174 dfc29bdd-3216-0410-991c-e03cc46cb475
Derive COctTreeSceneNode from IMeshSceneNode instead ISceneNode, and have it return the IMesh that was used to create its octtree. Tested with a slightly modified example 07.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2173 dfc29bdd-3216-0410-991c-e03cc46cb475