Commit Graph

55 Commits (96a10f2d2f1860d47447138b3eac187237942163)

Author SHA1 Message Date
nadro f9d0f81342 - Fixed blending issues in example no. 08 (OpenGL driver).
- Added ECFN_DISABLED value (it works like ECFN_NEVER worked before) and changed ECFN_NEVER behaviour (it works like its equivalent value in OpenGL/Direct3D).

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4424 dfc29bdd-3216-0410-991c-e03cc46cb475
2013-01-03 05:07:17 +00:00
hybrid 0a2330890a Bump copyright to 2012
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4320 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-09-30 23:38:54 +00:00
hybrid b34352deac rename texureBlend functions to textureBlend
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4047 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-01-20 17:54:33 +00:00
hybrid bd60a5dcda SMaterial serialization patch by pc0de
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4023 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-01-02 15:35:56 +00:00
hybrid f288198424 Make bitfield large enough.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3682 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-04-28 14:54:15 +00:00
hybrid 8173e66877 Another exotic extension, which can be emulated by the new AMD extension as well, but is mostly found on ancient SGI machines.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3680 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-04-28 11:45:37 +00:00
hybrid 4424ffec5f Support new blend op from recent AMD extension. OpenGL/AMD only for now.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3679 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-04-28 11:32:37 +00:00
hybrid 617d5a4e3a Fix default blend mode to EBO_NONE, in order to avoid unintended blending
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3660 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-04-26 14:23:32 +00:00
hybrid ca089b25e0 Add new material fields for blend operation and polygon offset (depth bias).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3650 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-04-21 11:53:00 +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 d5deb716ef Add a new material flag which can disable mipmap usage completely via a boolean switch.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3273 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-04-05 16:03:17 +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 e7b200fef4 Merged revisions 2892:2947 from 1.6 branch. Mainly GUI fixes. Cylinder texturing enhanced. WIN64 defines everywhere also use _WIN64. Code layout and documentation updates.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2948 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-11-30 14:42:58 +00:00
hybrid e5488e1777 Support separate U and V texture wrap modes.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2872 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-11-16 15:58:54 +00:00
hybrid 64ad07a38e Merged from 1.6 branch, revisions 2665:2683. External creation of CSkinnedMesh. Texture matrix bug fixed. obj loader fixed. Divide by zero checks. Some API methods renamed. Strict aliasing fixes. Collada loader fixed.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2684 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-09-09 14:30:44 +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
hybrid 3ef1b18308 Fix eol-style for all code files to CRLF for simpler file handling.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2525 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-07-30 07:58:33 +00:00
hybrid 7e5822ec2c Fix eol-style for all code files to native.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2521 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-07-29 11:45:59 +00:00
hybrid 4f0bf8b9c3 Add some more docs for the alpha source
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2497 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-07-25 13:51:37 +00:00
hybrid 0943b7a723 Added vertex *and* texture alpha to ONE_TEXTURE_BLEND material. Can be enabled/disabled via the pack function which handles all modes of this material. Default is texture alpha, as before.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2496 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-07-24 21:57:25 +00:00
hybrid 9896695873 This fix should allow for more than 4 textures in SMaterial. Now, up to 8 are supported. We have to check for the texture matrix stuff if adding more could be simplified instead of adding more and more texture matrix defines. Maybe we also need to add a limitation for the numbers of texture matrices to create for systems using less than 8 textures. This patch has not been tested with all drivers so far, but seems to work ok.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2479 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-07-15 16:03:33 +00:00
hybrid c46a6b2479 Add default parameter to simplify setting textureBlend.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2460 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-07-09 12:54:41 +00:00
hybrid c81829870d Save some more bits and update comments to proper enum usage.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2398 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-05-18 19:59:27 +00:00
hybrid 99a92fc35e Add new Material flag ColorMaterial which defines how to interpret the vertex color when lighting is enabled. It's possible to use the color for diffuse, ambient, specular, or emissive modulation. Also combined diffuse and ambient is possible. This change finally unifies the behavior of non-textured meshes in OpenGL and D3D to a large extent.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2350 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-04-23 16:21:34 +00:00
bitplane 0ee0b06eef Fix some initialization order warnings caused by reorganising members
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2274 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-03-12 00:06:59 +00:00
bitplane 0ce6ba201e Re-ordered some member variables so that padding on 64-bit pointers don't use unnecessary space, also defined bit fields for some bools and moved them to the end of memory. Some minor formatting changes, and got rid of the annoying upper case .H in the VC projects.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2269 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-03-11 07:07:01 +00:00
hybrid 6cf999bcaf Fix warnings/errors from latest updates.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2200 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-02-05 17:37:45 +00:00
engineer_apple c130d56b76 Changes in 1.6 TA
- 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
2009-02-05 15:33:55 +00:00
hybrid 9f47c2ee26 Make material flag enum combinable.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2192 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-02-03 23:42:26 +00:00
hybrid 19957e6167 Fix some docs.
Removed special depth comparison enum in favor of the general comparison func enum.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2151 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 23:08:06 +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 d51b2f8349 ColorMask support. Allows for selective disabling of color planes upon rendering.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2130 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-23 00:35:46 +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 9c34c59233 Support for anti-aliasing modes per Material.
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
2009-01-22 00:50:55 +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
hybrid e7ced16d04 Made the Anisotropic Filter degree configurable via the SMaterialLayer member which had been a bool formerly. Using the setFlag in SMaterial should still give MaxAnisotropy level as before.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2034 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-05 00:30:11 +00:00
hybrid 386a18b566 Merged revisions 1652:1682 from the 1.4 branch: Code layout changes in the examples and SMaterial checks for self-assignment.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1683 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-11-04 14:47:51 +00:00
hybrid 529b6f0f3c Merged revisions 1543:1559 from 1.4 branch. Mainly zbuffer issues and the TextureMatrix allocator patch.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1560 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-09-12 15:19:19 +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 22ffe908f8 Change material field to char in order to save memory.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1333 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-04-29 12:11:37 +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 ec8f03d70e Added another material flag to enable front face culling. Can be useful for special effects.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1308 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-04-04 08:48:22 +00:00
hybrid 4e6e236ec4 Merged from branch 1.4, revisions 1275:1289
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1290 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-03-19 09:54:51 +00:00
hybrid f9a0f21bef Merged from 1.4 branch revisions 1218:1234
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1235 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-02-09 14:12:28 +00:00
hybrid 809e81aec9 Fix merge bug.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1107 dfc29bdd-3216-0410-991c-e03cc46cb475
2007-12-08 14:50:54 +00:00
hybrid 48e009de8f Merged 1.4 branch 1075:1105.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1105 dfc29bdd-3216-0410-991c-e03cc46cb475
2007-12-08 13:11:39 +00:00
hybrid e409667ce0 Fixed some warnings and minor coding things.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1084 dfc29bdd-3216-0410-991c-e03cc46cb475
2007-12-03 10:10:13 +00:00
engineer_apple 201ce2c119 -------------------------------------------
Changes in version 1.4 (... 13.11.2007)
- Fixed somed CQuake3ShaderSceneNode problems.
- Changed BurningsVideo internal Vertex Format. version changed to 0.39
- SceneManager:
   Removed the seperate rendering states for quake3 Shader Scene Nodes.
   Nodes are now solid or transparent. ( but still more states are needed )


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1046 dfc29bdd-3216-0410-991c-e03cc46cb475
2007-11-13 14:35:29 +00:00
hybrid fbdbc934a4 Some code doc updates by Dorth.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1040 dfc29bdd-3216-0410-991c-e03cc46cb475
2007-11-06 23:29:59 +00:00
hybrid 68cd81b194 Split texture layer properties from SMaterial. Changed all texture access etc. in source code and examples. There is also a method to access textures now, which would allow to grab and drop them...
Also disabled dx8 by default.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@992 dfc29bdd-3216-0410-991c-e03cc46cb475
2007-09-20 15:33:36 +00:00