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Delete lots of unused features (#48)
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@ -12,7 +12,6 @@ namespace irr
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namespace scene
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{
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class IShadowVolumeSceneNode;
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class IMesh;
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@ -38,31 +37,6 @@ public:
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/** \return Pointer to mesh which is displayed by this node. */
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virtual IMesh* getMesh(void) = 0;
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/** The shadow can be rendered using the ZPass or the zfail
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method. ZPass is a little bit faster because the shadow volume
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creation is easier, but with this method there occur ugly
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looking artifacts when the camera is inside the shadow volume.
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These error do not occur with the ZFail method, but it can
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have trouble with clipping to the far-plane (it usually works
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well in OpenGL and fails with other drivers).
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\param shadowMesh: Optional custom mesh for shadow volume.
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\param id: Id of the shadow scene node. This id can be used to
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identify the node later.
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\param zfailmethod: If set to true, the shadow will use the
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zfail method, if not, zpass is used.
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\param infinity: Value used by the shadow volume algorithm to
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scale the shadow volume. For zfail shadow volumes on some drivers
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only suppport finite shadows, so camera zfar must be larger than
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shadow back cap,which is depending on the infinity parameter).
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Infinity value also scales by the scaling factors of the model.
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If shadows don't show up with zfail then try reducing infinity.
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If shadows are cut-off then try increasing infinity.
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\return Pointer to the created shadow scene node. This pointer
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should not be dropped. See IReferenceCounted::drop() for more
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information. */
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virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh=0,
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s32 id=-1, bool zfailmethod=true, f32 infinity=1000.0f) = 0;
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//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
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/** In this way it is possible to change the materials of a mesh
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causing all mesh scene nodes referencing this mesh to change, too.
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