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Add SMaterialLayer::hasSetTextureMatrix and SMaterialLayer::resetTextureMatrix
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6479 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -1,6 +1,7 @@
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--------------------------
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Changes in 1.9 (not yet released)
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- Add SMaterialLayer::hasSetTextureMatrix and SMaterialLayer::resetTextureMatrix
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- Add IShaderConstantSetCallBack::OnCreate to allow earlier access to IMaterialRendererServices
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- CIrrDeviceWin32::yield() now uses Sleep(0) instead of Sleep(1).
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We had Sleep(1) to allow yielding to all processes back in Windows XP time.
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@ -45,7 +45,7 @@ namespace video
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"texture_clamp_mirror_clamp_to_border", 0};
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//! Struct for holding material parameters which exist per texture layer
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// Note for implementors: Serialization is in CNullDriver
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// Note for implementers: Serialization is in CNullDriver
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class SMaterialLayer
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{
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public:
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@ -153,6 +153,25 @@ namespace video
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*TextureMatrix = mat;
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}
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//! Check if we have set a custom texture matrix
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//! Note that otherwise we get an IdentityMatrix as default
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inline bool hasSetTextureMatrix() const
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{
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return TextureMatrix != 0;
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}
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//! Reset texture matrix to identity matrix
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//! Releases memory, which is expensive, but ver rarely useful for optimizations
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void resetTextureMatrix()
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{
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if ( TextureMatrix )
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{
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MatrixAllocator.destruct(TextureMatrix);
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MatrixAllocator.deallocate(TextureMatrix);
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TextureMatrix = 0;
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}
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}
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//! Inequality operator
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/** \param b Layer to compare to.
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\return True if layers are different, else false. */
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@ -1,4 +1,4 @@
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Tests finished. 72 tests of 72 passed.
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Compiled as DEBUG
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Test suite pass at GMT Fri Apr 21 14:37:22 2023
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Test suite pass at GMT Fri Apr 28 17:44:32 2023
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