Fix some comments in example 28
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6411 dfc29bdd-3216-0410-991c-e03cc46cb475
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		| @@ -316,7 +316,7 @@ private: | ||||
|  Irrlicht internally uses textures with left-top origin and then corrects the texture-matrices in the fixed-function pipeline. | ||||
|  For shader materials it's left to the users to handle those UV-flips for the texture-matrix. | ||||
|  Render target textures (RTT's) in OpenGL are rendered with left-bottom origin and Irrlicht can't change that, so all RTT textures | ||||
|  in memory are upside-down (unlike all other Irrlicht textures). | ||||
|  in memory are upside-down (compared to other Irrlicht textures). | ||||
|  In the fixed function pipeline Irrlicht handles this by flipping the RTT's texture matrix once more and for shaders it's again | ||||
|  left to the users to handle it. | ||||
|  Cubemap textures are different from other textures in OpenGL. Each cube side has left-top as the origin. So not flipping Irrlicht textures for those would be fine. | ||||
| @@ -325,7 +325,7 @@ private: | ||||
|  | ||||
|  So... the following 2 defines are two different workarounds I found. Both are ugly, which one is better in reality depends probably on the scene. | ||||
|  Only use one of those: | ||||
| 	CUBEMAP_UPSIDE_DOWN_GL_PROJECTION is relatively fast as it just changes the project matrix. The problem is that changing the projection matrix | ||||
| 	CUBEMAP_UPSIDE_DOWN_GL_PROJECTION is relatively fast as it just changes the projection matrix. The problem is that changing the projection matrix | ||||
| 	means changing front/backside culling. So every node rendered has to flip the material flags for those. | ||||
|  | ||||
| 	CUBEMAP_USPIDE_DOWN_RTT will change the texture memory itself and flip the image upside-down. | ||||
| @@ -591,7 +591,7 @@ int main() | ||||
| 	} | ||||
|  | ||||
| 	/* Add some background which will show up in the environment maps. | ||||
| 	   For first one we use the same textures as used in the spheres. | ||||
| 	   For the first background we use the same textures as used in the spheres. | ||||
| 	   Note the difference between a skybox and a cubemap is that the skybox really uses 6 different | ||||
| 	   textures. While the cubemap uses a single texture created from 6 images. */ | ||||
| 	eventReceiver.BackgroundSkybox = smgr->addSkyBoxSceneNode( | ||||
| @@ -639,7 +639,7 @@ int main() | ||||
| #endif | ||||
|  | ||||
| 	/* | ||||
| 		Add some moving node to show the difference between static/dynamic environment maps | ||||
| 		Add a moving node to show the difference between static/dynamic environment maps | ||||
| 	*/ | ||||
| 	scene::IMeshSceneNode * movingNode = smgr->addCubeSceneNode(30.f); | ||||
| 	movingNode->getMaterial(0).Lighting = false; | ||||
| @@ -692,7 +692,7 @@ int main() | ||||
| 			driver->beginScene(true, true, video::SColor(255, 127, 127, 255)); | ||||
|  | ||||
| 			/* Check if we want to update the environment maps. | ||||
| 			   Usually not something you'll do every frame, but either once at the star | ||||
| 			   Usually not something you'll do every frame, but either once at the start | ||||
| 			   or maybe updating an environment map once in a while. | ||||
| 			*/ | ||||
| 			int updateCubemaps = eventReceiver.checkCubemapUpdate(); | ||||
| @@ -704,7 +704,7 @@ int main() | ||||
| 				{ | ||||
| 					/* | ||||
| 						Flipping projection matrix flips front/backface culling. | ||||
| 						We only have a skybox so in this case this still would be fast, with more objects it's getting more ugly. | ||||
| 						We only have a skybox so in this case it's fast, with more objects it's getting more ugly. | ||||
| 					*/ | ||||
| 					smgr->getSceneNodesFromType(scene::ESNT_ANY, allNodes); | ||||
| 					flipCullingFlags(allNodes); | ||||
|   | ||||
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