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Merging r6426 through r6466 from trunk to ogl-es branch
Note: Updated IShaderConstantSetCallBack not yet supported by ogl-es drivers git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6467 dfc29bdd-3216-0410-991c-e03cc46cb475
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234
examples/08.SpecialFX/SpecialFX_vc17.vcxproj
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234
examples/08.SpecialFX/SpecialFX_vc17.vcxproj
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@ -7,7 +7,7 @@ surface scene node.
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We start like in some tutorials before. Please note that this time, the
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'shadows' flag in createDevice() is set to true, for we want to have a dynamic
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shadow cast from an animated character. If this example runs too slow,
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set it to false. The Irrlicht Engine also checks if your hardware doesn't
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set it to false. The Irrlicht Engine also checks if your hardware doesn't
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support the stencil buffer, and then disables shadows by itself.
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*/
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@ -70,6 +70,11 @@ int main()
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*/
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scene::IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "room.3ds");
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if ( !mesh )
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{
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printf("Can't find model room.3ds in media path");
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return 1;
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}
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smgr->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.004f);
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@ -252,17 +257,22 @@ int main()
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// add animated character
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mesh = smgr->getMesh(mediaPath + "dwarf.x");
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if (!mesh) // some Linux distributions might not have dwarf due to license
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{
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mesh = smgr->addArrowMesh("no_dwarf", video::SColor(0xFFFFFFFF), video::SColor(0xFFFFFFFF), 4, 8, 80.f, 50.f, 5.f, 15.f);
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}
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scene::IAnimatedMeshSceneNode* anode = 0;
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anode = smgr->addAnimatedMeshSceneNode(mesh);
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anode->setPosition(core::vector3df(-50,20,-60));
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anode->setAnimationSpeed(15);
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/*
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/*
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Shadows still have to be drawn even then the node causing them is not visible itself.
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We have to disable culling if the node is animated or it's transformations change
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as otherwise the shadow is not updated correctly.
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If you have many objects and this becomes a speed problem you will have to figure
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If you have many objects and this becomes a speed problem you will have to figure
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out some manual culling (for exampling hiding all objects beyond a certain distance).
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*/
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anode->setAutomaticCulling(scene::EAC_OFF);
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@ -271,7 +281,7 @@ int main()
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anode->addShadowVolumeSceneNode();
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smgr->setShadowColor(video::SColor(150,0,0,0));
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// make the model a bit bigger
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// make the model a bit bigger
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anode->setScale(core::vector3df(2,2,2));
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// because of the scaling we have to normalize its normals for correct lighting
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anode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
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