Commit Graph

84 Commits (9f81024521c6c9f5ee34640ffc3ef6784cbef5e8)

Author SHA1 Message Date
hybrid 516faec05b Add another saveScene overload which allows to pass in a user-created XMLWriter. Patch suggested by eversilver.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4284 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-08-15 15:20:22 +00:00
cutealien d439c11f54 Unify spelling in documentation (color, behavior).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4252 dfc29bdd-3216-0410-991c-e03cc46cb475
2012-07-20 12:49:43 +00:00
hybrid 6d9a31a037 Add functions and constructor parameter to set the distance of the maya camera from the currently used target.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4002 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-12-03 16:26:59 +00:00
hybrid afa978f2a5 Merge from 1.7 branch, revisions 3877-3908. Fix for getSphericalCoordinateAngles, some warnign fixes, md2 normal fix, several GUI fixes, isPointInside fix, zip endianess fix.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3909 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-09-08 21:50:10 +00:00
hybrid 7b5fa07671 Merged revisions 3729-3829 from 1.7 branch. Fixed serialization of camera nodes, fix array::erase, fix mem leaks in example 22, fix interpolation in SColorf, fix crash in collada loader.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3830 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-06-09 06:45:29 +00:00
hybrid 881108873e remove destructor which is already inherited from IReferenceCounted
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3612 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-03-20 10:30:39 +00:00
bitplane ed5344f5e8 Added minimum timelines for removing deprecated methods.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3598 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-02-19 09:22:58 +00:00
bitplane 7543da637a Added ISceneManager::createSceneNodeAnimator to create an animator by name, so scene loaders don't need to worry about how the animator factories are used.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3579 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-02-03 06:56:26 +00:00
bitplane d9798dafe7 Added SMF loader, supporting 3D World Studio meshes. Originally written by Joseph Ellis
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3575 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-01-31 10:43:08 +00:00
bitplane 07bc66af6c Renamed ISceneLoader::isALoadableFileType to isALoadableFileFormat to match the archive and image loader interfaces. Added getters for mesh, scene and archive loaders.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3567 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-01-20 05:47:50 +00:00
bitplane 901dac358a Added scene loader interface and moved the .irr loading code out to CSceneLoaderIrr. In future can support scene formats properly rather than loading them as meshes.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3566 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-01-17 20:12:17 +00:00
bitplane ff9e6edd8a Added getMesh docs for irrMesh, lwo, md3, mdl, ply and stl formats, plus some ISkinnedMesh info to the skinned mesh loader docs
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3564 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-01-17 14:48:19 +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 f1cc2dca01 Fix writeScene change in order to write the given node and its descendants, not only the list of children to the scene file.
Add support for loading a scene file as childs of a given node. This will ignore the scene attributes and load all nodes of the scene, storing them as children of a given parent node. The rest will stay as before, including the default behavior to load scene attributes and all nodes directly into the scene manager.
Test cases added for both methods loadScene and saveScene. In order to find a node in the example scene from tutorial 15 I have added a name and ID to one of the scene elements.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3532 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-01-03 17:54:10 +00:00
hybrid 080a2ebab3 Add support for saving only part of the scene into a .irr file.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3531 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-01-03 14:38:51 +00:00
cutealien 5596d96da8 Use more descriptive variable-names in addArrowMesh (noted by Yoran)
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3447 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-11-22 16:00:44 +00:00
hybrid 675fd7637e Merge revisions 3139:3171 from 1.7 branch. Many new tests and bug fixes.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3172 dfc29bdd-3216-0410-991c-e03cc46cb475
2010-01-23 16:53:15 +00:00
cutealien 28a04fbd42 Renamed OctTree to Octree
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3062 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-12-20 22:10:53 +00:00
cutealien 622bd16ba1 SceneNodeAnimatorFollowSpline can now loop and pingpong.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2966 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-12-01 18:26:52 +00:00
hybrid de53c9b789 Properly reduce the polycount of the sphere until within allowed range.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2794 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-11-04 09:02:37 +00:00
hybrid 7713cddaf8 Merged revisions 2748:2778 from branch 1.6. A few bug fixes (wrong drop/grab, normals handling, rotation animator) and many doc fixes.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2780 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-11-02 10:27:15 +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 2917a98867 Add possibility to add cameras without immediately making them active. Feature request by kkrizka.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2745 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-10-23 16:39:55 +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 ad8579ca81 Make the method isCulled publicly available
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2361 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-04-28 23:36:39 +00:00
hybrid f91ece5e39 volume light mesh creation methods, provided by iondune
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2342 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-04-22 21:37:33 +00:00
hybrid 6ece9e0dfe Clarification of parameter unit.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2229 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-02-23 17:29:33 +00:00
bitplane 40bdfb3179 typo in ISceneManager docs to do with scene parameters
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2220 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-02-16 20:47:55 +00:00
Rogerborg ca0c0850c9 http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=32277
Expose CGeometryCreator (as IGeometryCreator) through ISceneManager.  Test app added.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2205 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-02-09 20:05:53 +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 5af050be2c Make renderpass enum combinable.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2191 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-02-03 23:29:48 +00:00
Rogerborg 5478f80545 https://sourceforge.net/tracker2/?func=detail&aid=1797487&group_id=74339&atid=540678
- 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
2009-02-01 18:56:05 +00:00
Rogerborg bd192519d6 http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=32019
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
2009-01-31 15:58:43 +00:00
hybrid 2f315b4349 Fix some project issues.
Adapted some more methods to the new string API.
renamed FileSystem method.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2150 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 22:26:38 +00:00
engineer_apple dfa2d627b2 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@2148 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 15:57:07 +00:00
hybrid 1864555d96 Added method to alter the minimum vertex count required for a HW buffer to be created.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2132 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-23 16:43:04 +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
Rogerborg e464ba11f4 http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=31995
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
2009-01-20 12:54:49 +00:00
Rogerborg dcebfbbf0d http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?p=183704
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
2009-01-19 13:48:22 +00:00
hybrid 0cb7f45018 Merged revisions 2072:2087 from 1.5 branch. Some missing inits fixed, OpenGL FBO fails better recognizeable, docs updated.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2088 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-18 22:39:03 +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 94a1346a5c Adding an optional light manager that allows hardware lights to be turned on and off before each scene node is rendered. This can be used to produce "zoned" lighting.
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
2009-01-12 10:55:39 +00:00
bitplane 4b01f2040f Added a method to invert the Y axis of the FPS camera animator. [1150796]
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2054 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-08 01:25:22 +00:00
Rogerborg 1b628ef663 Expose the target scene nodes of collision response animators. Setting the target forces an update of its last position. This allows a setPosition() to take effect without being blocked by the collision geometry. Added comments to this effect, a unit test, and some unrelated !node checks in all the animators' animateNode() methods.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1957 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-12-16 15:07:01 +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 7a1fac9dfb Merged revisiosn 1851:1883 from 1.5 branch. unit tests and severla bug fixes.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1884 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-11-29 22:35:56 +00:00
Rogerborg a83051f62e Bug https://sourceforge.net/tracker/index.php?func=detail&aid=1769820&group_id=74339&atid=540676
Significant internal change to the way that FPS camera jump speed and collision response animator gravity interact.  The behaviour is now much more realistic, but it will require you to adjust your jump speed and gravity.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1811 dfc29bdd-3216-0410-991c-e03cc46cb475
2008-11-22 23:41:11 +00:00