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https://github.com/minetest/irrlicht.git
synced 2025-07-29 13:20:49 +02:00
Minor cleanup and comment fixes in example 21
Mostly spelling stuff. Only real code change is that Irrlicht has by now a function to fill images, so no more extra code for that needed. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6310 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -301,7 +301,7 @@ const SItemElement * getItemElement ( const stringc& key )
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}
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/*!
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Quake3 Model Factory.
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Quake3 model factory.
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Takes the mesh buffers and creates scenenodes for their associated shaders
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*/
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void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam,
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@ -399,7 +399,7 @@ void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam,
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sceneNodeID += 1;
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}
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// show Debug Shader Name
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// show debug shader name
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if ( showShaderName && node )
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{
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swprintf_irr ( (wchar_t*) buf, 64, L"%hs:%d", node->getName(),node->getID() );
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@ -413,7 +413,7 @@ void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam,
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sceneNodeID += 1;
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}
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// create Portal Rendertargets
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// create portal rendertargets
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if ( shader )
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{
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const SVarGroup *group = shader->getGroup(1);
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@ -496,7 +496,7 @@ void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam,
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/*!
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create Items from Entity
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create items from entity
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*/
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void Q3ModelFactory ( Q3LevelLoadParameter &loadParam,
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IrrlichtDevice *device,
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@ -513,7 +513,7 @@ void Q3ModelFactory ( Q3LevelLoadParameter &loadParam,
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char buf[128];
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const SVarGroup *group;
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const SVarGroup *group = 0;
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IEntity search;
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s32 index;
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s32 lastIndex;
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@ -531,12 +531,12 @@ void Q3ModelFactory ( Q3LevelLoadParameter &loadParam,
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}
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fclose ( f );
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*/
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IAnimatedMeshMD3* model;
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SMD3Mesh * mesh;
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const SMD3MeshBuffer *meshBuffer;
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IMeshSceneNode* node;
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ISceneNodeAnimator* anim;
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const IShader *shader;
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IAnimatedMeshMD3* model = 0;
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SMD3Mesh * mesh = 0;
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const SMD3MeshBuffer *meshBuffer = 0;
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IMeshSceneNode* node = 0;
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ISceneNodeAnimator* anim = 0;
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const IShader *shader = 0;
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u32 pos;
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vector3df p;
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u32 nodeCount = 0;
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@ -546,7 +546,7 @@ void Q3ModelFactory ( Q3LevelLoadParameter &loadParam,
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if ( showShaderName )
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font = device->getGUIEnvironment()->getFont("fontlucida.png");
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const SItemElement *itemElement;
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const SItemElement *itemElement = 0;
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// walk list
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for ( index = 0; (u32) index < entity.size(); ++index )
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@ -706,7 +706,7 @@ s32 Q3StartPosition ( IQ3LevelMesh* mesh,
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u32 parsepos;
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const SVarGroup *group;
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const SVarGroup *group = 0;
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group = entityList[ index ].getGroup(1);
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parsepos = 0;
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@ -801,7 +801,7 @@ ISceneNodeAnimatorCollisionResponse* camCollisionResponse( IrrlichtDevice * devi
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}
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//! internal Animation
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//! internal animation
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void setTimeFire ( TimeFire *t, u32 delta, u32 flags )
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{
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t->flags = flags;
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