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Rename IMeshLoader::setPreferredIndexType to setIndexTypeHint and give it a new enum.
Giving the loader it's own enum allowed me to add more options. EITH_OPTIMAL which reduces buffers back to 16-bit if they don't need 32-bit. Using that in obj loader. Also 32-bit meshes with EMT_PARALLAX_MAP_SOLID material should now work in obj loader (untested as I got no test-case) git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6340 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -2,9 +2,9 @@
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Changes in 1.9 (not yet released)
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- Add IMeshBufffer::clone function to create buffer copies. CMeshManipulator::createMeshCopy uses that now and works now with all types of meshbuffers.
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- obj writer can now write 32 bit buffers
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- obj meshloader can now load 32 bit buffers when setPreferredIndexType is set to EIT_32BIT.
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- obj meshloader can now load 32 bit buffers when setIndexTypeHint is set correspondingly
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It's 16 bit meshes use now also an IDynamicMeshbuffer instead of an SMeshBuffer.
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- Add IMeshLoader::setPreferredIndexType and getPreferredIndexType to allow setting hints for the loaders if users prefer 16 or 32 bit meshbuffers.
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- Add IMeshLoader::setIndexTypeHint and getIndexTypeHint to allow setting hints for the loaders if users prefer 16 or 32 bit meshbuffers.
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- Add IMeshBuffer::getType to allow finding out which class type a meshbuffer has (similar to ISceneNode::getType).
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- Add IGUIImage::flip to flip/mirror images
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- IBillboardSceneNode got functions to access meshbuffers. So uv-coordinates can now be modified directly (previously only possible via texture matrix).
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