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Remove more unused code (#87)
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@ -121,71 +121,6 @@ namespace video
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texture which will not reflect can be set as second texture.*/
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EMT_TRANSPARENT_REFLECTION_2_LAYER,
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//! A solid normal map renderer.
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/** First texture is the color map, the second should be the
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normal map. Note that you should use this material only when
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drawing geometry consisting of vertices of type
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S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into
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this format using IMeshManipulator::createMeshWithTangents()
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(See SpecialFX2 Tutorial). This shader runs on vertex shader
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1.1 and pixel shader 1.1 capable hardware and falls back to a
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fixed function lighted material if this hardware is not
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available. Only two lights are supported by this shader, if
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there are more, the nearest two are chosen. */
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EMT_NORMAL_MAP_SOLID,
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//! A transparent normal map renderer.
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/** First texture is the color map, the second should be the
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normal map. Note that you should use this material only when
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drawing geometry consisting of vertices of type
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S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into
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this format using IMeshManipulator::createMeshWithTangents()
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(See SpecialFX2 Tutorial). This shader runs on vertex shader
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1.1 and pixel shader 1.1 capable hardware and falls back to a
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fixed function lighted material if this hardware is not
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available. Only two lights are supported by this shader, if
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there are more, the nearest two are chosen. */
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EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR,
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//! A transparent (based on the vertex alpha value) normal map renderer.
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/** First texture is the color map, the second should be the
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normal map. Note that you should use this material only when
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drawing geometry consisting of vertices of type
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S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into
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this format using IMeshManipulator::createMeshWithTangents()
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(See SpecialFX2 Tutorial). This shader runs on vertex shader
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1.1 and pixel shader 1.1 capable hardware and falls back to a
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fixed function lighted material if this hardware is not
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available. Only two lights are supported by this shader, if
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there are more, the nearest two are chosen. */
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EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA,
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//! Just like EMT_NORMAL_MAP_SOLID, but uses parallax mapping.
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/** Looks a lot more realistic. This only works when the
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hardware supports at least vertex shader 1.1 and pixel shader
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1.4. First texture is the color map, the second should be the
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normal map. The normal map texture should contain the height
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value in the alpha component. The
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IVideoDriver::makeNormalMapTexture() method writes this value
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automatically when creating normal maps from a heightmap when
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using a 32 bit texture. The height scale of the material
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(affecting the bumpiness) is being controlled by the
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SMaterial::MaterialTypeParam member. If set to zero, the
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default value (0.02f) will be applied. Otherwise the value set
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in SMaterial::MaterialTypeParam is taken. This value depends on
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with which scale the texture is mapped on the material. Too
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high or low values of MaterialTypeParam can result in strange
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artifacts. */
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EMT_PARALLAX_MAP_SOLID,
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//! A material like EMT_PARALLAX_MAP_SOLID, but transparent.
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/** Using EMT_TRANSPARENT_ADD_COLOR as base material. */
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EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR,
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//! A material like EMT_PARALLAX_MAP_SOLID, but transparent.
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/** Using EMT_TRANSPARENT_VERTEX_ALPHA as base material. */
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EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA,
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//! BlendFunc = source * sourceFactor + dest * destFactor ( E_BLEND_FUNC )
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/** Using only first texture. Generic blending method.
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The blend function is set to SMaterial::MaterialTypeParam with
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@ -216,12 +151,6 @@ namespace video
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"trans_alphach_ref",
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"trans_vertex_alpha",
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"trans_reflection_2layer",
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"normalmap_solid",
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"normalmap_trans_add",
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"normalmap_trans_vertexalpha",
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"parallaxmap_solid",
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"parallaxmap_trans_add",
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"parallaxmap_trans_vertexalpha",
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"onetexture_blend",
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0
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};
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