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Merging r6426 through r6466 from trunk to ogl-es branch

Note: Updated IShaderConstantSetCallBack not yet supported by ogl-es drivers


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6467 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2023-04-22 21:50:32 +00:00
parent e184e4aedb
commit 621bad3111
118 changed files with 12767 additions and 444 deletions

View File

@@ -754,6 +754,8 @@ namespace scene
//! Adds a skydome scene node to the scene graph.
/** A skydome is a large (half-) sphere with a panoramic texture
on the inside and is drawn around the camera position.
Note: If the texture is mirrored you can use a negative scale for
the texture-matrix of the node to still work with it.
\param texture: Texture for the dome.
\param horiRes: Number of vertices of a horizontal layer of the sphere.
\param vertRes: Number of vertices of a vertical layer of the sphere.
@@ -1013,8 +1015,8 @@ namespace scene
/** \param name Name of the mesh
\param vtxColorCylinder color of the cylinder
\param vtxColorCone color of the cone
\param tesselationCylinder Number of quads the cylinder side consists of
\param tesselationCone Number of triangles the cone's roof consists of
\param tessellationCylinder Number of quads the cylinder side consists of
\param tessellationCone Number of triangles the cone's roof consists of
\param height Total height of the arrow
\param cylinderHeight Total height of the cylinder, should be lesser than total height
\param widthCylinder Diameter of the cylinder
@@ -1024,7 +1026,7 @@ namespace scene
virtual IAnimatedMesh* addArrowMesh(const io::path& name,
video::SColor vtxColorCylinder=0xFFFFFFFF,
video::SColor vtxColorCone=0xFFFFFFFF,
u32 tesselationCylinder=4, u32 tesselationCone=8,
u32 tessellationCylinder=4, u32 tessellationCone=8,
f32 height=1.f, f32 cylinderHeight=0.6f,
f32 widthCylinder=0.05f, f32 widthCone=0.3f) = 0;
@@ -1140,7 +1142,7 @@ namespace scene
//! Clear all nodes which are currently registered for rendering
/** Usually you don't have to care about this as drawAll will clear nodes
after rendering them. But sometimes you might have to manully reset this.
after rendering them. But sometimes you might have to manually reset this.
For example when you deleted nodes between registering and rendering. */
virtual void clearAllRegisteredNodesForRendering() = 0;