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Add new cube mesh type ECMT_1BUF_24VTX_NP. CubeSceneNodes can now use different cube mesh types.
1 Meshbuffer with 24 vertices, so each side has it's own vertices. Normals perpendicular to the cube-sides. CubeSceneNode accepts now a ECUBE_MESH_TYPE CubeSceneNode::clone now also clones rotation and scale (not sure why it didn't do that before - hope there was no reason, but can't think of any). ISceneManager::addCubeSceneNode accepts now a ECUBE_MESH_TYPE and passes it through. Example 22.MaterialViewer using new cube type. Also a few more beauty fixes there. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6313 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -693,7 +693,7 @@ bool CApp::init(int argc, char *argv[])
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subMenuFile->addItem(L"Quit", GUI_ID_QUIT);
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// a static camera
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Camera = smgr->addCameraSceneNode (0, core::vector3df(0, 40, -40),
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Camera = smgr->addCameraSceneNode (0, core::vector3df(0, 30, -50),
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core::vector3df(0, 10, 0),
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-1);
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@ -706,11 +706,19 @@ bool CApp::init(int argc, char *argv[])
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SceneNode = smgr->addCubeSceneNode (30.0f, 0, -1,
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core::vector3df(0, 0, 0),
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core::vector3df(0.f, 45.f, 0.f),
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core::vector3df(1.0f, 1.0f, 1.0f));
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core::vector3df(1.0f, 1.0f, 1.0f),
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scene::ECMT_1BUF_24VTX_NP);
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// avoid wrong colored lines at cube-borders (uv's go from 0-1 currently, which does not work well with interpolation)
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for ( int i=0; i < irr::video::MATERIAL_MAX_TEXTURES_USED; ++i)
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{
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defaultMaterial.TextureLayer[i].TextureWrapU = irr::video::ETC_CLAMP_TO_EDGE;
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defaultMaterial.TextureLayer[i].TextureWrapV = irr::video::ETC_CLAMP_TO_EDGE;
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}
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#else
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SceneNode = smgr->addSphereSceneNode(30.f);
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#endif
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SceneNode->getMaterial(0) = defaultMaterial;
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// SceneNode->setDebugDataVisible(scene::EDS_NORMALS); // showing normals can sometimes be useful to understand what's going on
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const s32 controlsTop = 20;
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MeshMaterialControl = new CMaterialControl();
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@ -730,7 +738,7 @@ bool CApp::init(int argc, char *argv[])
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// add one light
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const f32 lightRadius = 80.f;
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NodeLight = smgr->addLightSceneNode(0, core::vector3df(0, 0, -70),
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NodeLight = smgr->addLightSceneNode(0, core::vector3df(0, 30, -70),
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video::SColorf(1.0f, 1.0f, 1.0f),
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lightRadius);
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LightControl = new CLightNodeControl();
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