Merging r6107 through r6116 from trunk to ogl-es branch

Caught up with trunk again.
Not yet tested beside compiling (quick test failed, but seems like nothing from the new changes).


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6117 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2020-06-12 20:47:40 +00:00
parent 20b3d56987
commit 562c0fb6f1
13 changed files with 277 additions and 319 deletions

View File

@ -104,7 +104,7 @@ namespace gui
virtual void setVisible(bool visible) = 0;
//! Returns if the cursor is currently visible.
/** \return True if the cursor is visible, false if not. */
/** \return True if the cursor flag is set to visible, false if not. */
virtual bool isVisible() const = 0;
//! Sets the new position of the cursor.

View File

@ -52,7 +52,9 @@ namespace scene
{
//! Enumeration for render passes.
/** A parameter passed to the registerNodeForRendering() method of the ISceneManager,
specifying when the node wants to be drawn in relation to the other nodes. */
specifying when the node wants to be drawn in relation to the other nodes.
Note: Despite the numbering this is not used as bit-field.
*/
enum E_SCENE_NODE_RENDER_PASS
{
//! No pass currently active
@ -92,7 +94,11 @@ namespace scene
ESNRP_TRANSPARENT_EFFECT =32,
//! Drawn after the solid nodes, before the transparent nodes, the time for drawing shadow volumes
ESNRP_SHADOW =64
ESNRP_SHADOW =64,
//! Drawn after transparent effect nodes. For custom gui's. Unsorted (in order nodes registered themselves).
ESNRP_GUI = 128
};
class IAnimatedMesh;
@ -1122,6 +1128,8 @@ namespace scene
\param pass: Specifies when the node wants to be drawn in relation to the other nodes.
For example, if the node is a shadow, it usually wants to be drawn after all other nodes
and will use ESNRP_SHADOW for this. See scene::E_SCENE_NODE_RENDER_PASS for details.
Note: This is _not_ a bitfield. If you want to register a note for several render passes, then
call this function once for each pass.
\return scene will be rendered ( passed culling ) */
virtual u32 registerNodeForRendering(ISceneNode* node,
E_SCENE_NODE_RENDER_PASS pass = ESNRP_AUTOMATIC) = 0;