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Material.ZWriteEnable is now of type E_ZWRITE instead of bool and ZWriteFineControl get removed (or merged into ZWriteEnable).
This breaks compiling. To have old values replace false with EZW_OFF and true with EWZ_AUTO. There's a bit history to this change. ZWriteFineControl got introduced after 1.8 so it was never in a released version. Basically it was needed after some changes had been made to allow shaders to have zwrite enabled independent of the material-type (which worked badly for shaders). This had caused other problems as it was then enabled too often instead. So to quickly fix those bugs and avoid breaking compatibility I had introduced a new enum ZWriteFineControl in SMaterial. This worked and didn't break compiling - but I noticed by now that introducing a second flag for this made maintainance for an already very hard to understand problem (figuring out the implementation of transparency and zwriting) even more complicated. So to keep maintance somewhat sane I decided to break compiling now and merge those two flags. The behavior should not be affected by this commit - except for users which set this flag already in their code and have to switch to the enum now. Serialization is switched on loading old files (so SMaterial has enum already and writes that out). git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6026 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -69,6 +69,13 @@ protected:
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COpenGLDriver* Driver;
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IShaderConstantSetCallBack* CallBack;
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// I didn't write this, but here's my understanding:
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// Those flags seem to be exclusive so far (so could be an enum).
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// Maybe the idea was to make them non-exclusive in future (basically having a shader-material)
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// Actually currently there's not even any need to cache them (probably even slower than not doing so).
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// They seem to be mostly for downward compatibility.
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// I suppose the idea is to use SMaterial.BlendOperation + SMaterial.BlendFactor and a simple non-transparent type as base for more flexibility in the future.
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// Note that SMaterial.BlendOperation + SMaterial.BlendFactor are in some drivers already evaluated before OnSetMaterial.
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bool Alpha;
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bool Blending;
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bool FixedBlending;
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