mirror of
https://github.com/minetest/irrlicht.git
synced 2025-07-07 02:30:25 +02:00
Merging r6468 through r6476 from trunk to ogl-es branch
Note: Not yet using latest changes to IMaterialRendererServices in ES2 driver git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6477 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
@ -41,6 +41,20 @@ public:
|
||||
//! Return an index constant for the vertex shader based on a name.
|
||||
virtual s32 getVertexShaderConstantID(const c8* name) = 0;
|
||||
|
||||
//! Call when you set shader constants outside of IShaderConstantSetCallBack
|
||||
/** Only for high-level shader functions, aka those using an index instead of
|
||||
an register. Shader constants are attached to shader programs, so if you want
|
||||
to set them you have to make sure the correct shader program is in use.
|
||||
IShaderConstantSetCallBack functions like OnSetConstants do that for you,
|
||||
but if you want to set shader constants outside of those (usually for performance
|
||||
reasons) call startUseProgram() before doing so and stopUseProgram() afterwards.
|
||||
Note: Currently only necessary in OpenGL, but no real calling costs on other drivers.
|
||||
*/
|
||||
virtual void startUseProgram() {}
|
||||
|
||||
//! Call this when you are done setting shader constants outside of OnCreate or OnSetConstants
|
||||
virtual void stopUseProgram() {}
|
||||
|
||||
//! Sets a constant for the vertex shader based on a name.
|
||||
/** This can be used if you used a high level shader language like GLSL
|
||||
or HLSL to create a shader. Example: If you created a shader which has
|
||||
|
@ -52,7 +52,7 @@ public:
|
||||
zfail method, if not, zpass is used.
|
||||
\param infinity: Value used by the shadow volume algorithm to
|
||||
scale the shadow volume. For zfail shadow volumes on some drivers
|
||||
only suppport finite shadows, so camera zfar must be larger than
|
||||
only support finite shadows, so camera zfar must be larger than
|
||||
shadow back cap,which is depending on the infinity parameter).
|
||||
Infinity value also scales by the scaling factors of the model.
|
||||
If shadows don't show up with zfail then try reducing infinity.
|
||||
|
@ -160,7 +160,7 @@ namespace scene
|
||||
{
|
||||
public:
|
||||
|
||||
//! Get pointer to an animateable mesh. Loads the file if not loaded already.
|
||||
//! Get pointer to an animatable mesh. Loads the file if not loaded already.
|
||||
/**
|
||||
* If you want to remove a loaded mesh from the cache again, use removeMesh().
|
||||
* Currently there are the following mesh formats supported:
|
||||
@ -393,7 +393,7 @@ namespace scene
|
||||
**/
|
||||
virtual IAnimatedMesh* getMesh(const io::path& filename, const io::path& alternativeCacheName=io::path("")) = 0;
|
||||
|
||||
//! Get pointer to an animateable mesh. Loads the file if not loaded already.
|
||||
//! Get pointer to an animatable mesh. Loads the file if not loaded already.
|
||||
/** Works just as getMesh(const char* filename). If you want to
|
||||
remove a loaded mesh from the cache again, use removeMesh().
|
||||
\param file File handle of the mesh to load.
|
||||
|
Reference in New Issue
Block a user