- 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
85 lines
2.5 KiB
C++
85 lines
2.5 KiB
C++
// Copyright (C) 2008 Colin MacDonald
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// No rights reserved: this software is in the public domain.
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#include "irrlicht.h"
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#include "testUtils.h"
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using namespace irr;
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using namespace core;
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using namespace scene;
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using namespace video;
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/** Test the behaviour of makeColorKeyTexture() using both 16 bit (software)
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and 32 bit (Burning) textures, with the new behaviour and the legacy
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behaviour. */
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static bool doTestWith(E_DRIVER_TYPE driverType,
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bool zeroTexels)
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{
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IrrlichtDevice *device = createDevice( driverType,
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dimension2d<u32>(160, 120), 32);
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if (!device)
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return false;
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IVideoDriver* driver = device->getVideoDriver();
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ISceneManager * smgr = device->getSceneManager();
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// Draw a cube background so that we can check that the keying is working.
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ISceneNode * cube = smgr->addCubeSceneNode(50.f, 0, -1, vector3df(0, 0, 60));
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cube->setMaterialTexture(0, driver->getTexture("../media/wall.bmp"));
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cube->setMaterialFlag(video::EMF_LIGHTING, false);
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ITexture * Texture = device->getVideoDriver()->getTexture("../media/portal2.bmp");
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device->getVideoDriver()->makeColorKeyTexture(Texture,
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position2d<s32>(64,64),
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zeroTexels);
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device->getVideoDriver()->makeColorKeyTexture(Texture,
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position2d<s32>(64,64),
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zeroTexels);
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(void)smgr->addCameraSceneNode();
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driver->beginScene(true, true, SColor(255,100,101,140));
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smgr->drawAll();
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driver->draw2DImage(Texture,
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position2di(40, 40),
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rect<s32>(0, 0, Texture->getSize().Width, Texture->getSize().Height),
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0,
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SColor(255,255,255,255),
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true);
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driver->endScene();
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char screenshotName[256];
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(void)snprintf(screenshotName, 256, "-makeColorKeyTexture-%s.png",
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zeroTexels? "old" : "new");
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bool result = takeScreenshotAndCompareAgainstReference(driver, screenshotName);
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device->drop();
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return result;
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}
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bool makeColorKeyTexture(void)
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{
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bool result = true;
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//result &= doTestWith(EDT_DIRECT3D9, false);
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//result &= doTestWith(EDT_BURNINGSVIDEO, false);
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result &= doTestWith(EDT_SOFTWARE, false);
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//result &= doTestWith(EDT_OPENGL, false);
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//result &= doTestWith(EDT_DIRECT3D9, true);
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//result &= doTestWith(EDT_BURNINGSVIDEO, true);
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result &= doTestWith(EDT_SOFTWARE, true);
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//result &= doTestWith(EDT_OPENGL, true);
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/*
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bool result = doTestWith(EDT_SOFTWARE, false);
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result &= doTestWith(EDT_BURNINGSVIDEO, false);
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result &= doTestWith(EDT_SOFTWARE, true);
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result &= doTestWith(EDT_BURNINGSVIDEO, true);
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*/
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return result;
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}
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