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
- Windows Mobile 6 SDK
- Visual Studio 2005 only
Minor:
- Burningvideo: MipMap Selection repaired
- renamed private Driver function getTextureSizeFromImageSize to
getTextureSizeFromSurfaceSize
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1146 dfc29bdd-3216-0410-991c-e03cc46cb475
- renamed private Driver function name getTextureSizeFromImageSize to
getTextureSizeFromSurfaceSize ( now equal in all drivers )
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1143 dfc29bdd-3216-0410-991c-e03cc46cb475
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@1047 dfc29bdd-3216-0410-991c-e03cc46cb475