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Change order of variables in SMaterial for better packing
Saves 8 byte when compiling for 64-bit with VS. Breaks binary compatibility which I'd usually avoid, but as this happened before since 1.8, I don't care. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6597 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -1,6 +1,7 @@
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--------------------------
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Changes in 1.9 (not yet released)
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- Variable order inside SMaterial and SMaterialLayer changed for better packing
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- line3d::getClosestPoint can now chose between using line or line segment
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- MY3D loader deprecated and disabled by default as MY3D tools can't be found on the web anymore. Also could always be used as external loader.
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- createCylinderMesh, createArrowMesh and createConeMesh in GeometryCreator tessellation numbers now for full instead of semi-circle.
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@ -308,12 +308,13 @@ namespace video
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: MaterialType(EMT_SOLID), AmbientColor(255,255,255,255), DiffuseColor(255,255,255,255),
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EmissiveColor(0,0,0,0), SpecularColor(255,255,255,255),
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Shininess(0.0f), MaterialTypeParam(0.0f), MaterialTypeParam2(0.0f), Thickness(1.0f),
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ZBuffer(ECFN_LESSEQUAL), AntiAliasing(EAAM_SIMPLE), ColorMask(ECP_ALL),
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ColorMaterial(ECM_DIFFUSE), BlendOperation(EBO_NONE), BlendFactor(0.0f),
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AntiAliasing(EAAM_SIMPLE), ZBuffer(ECFN_LESSEQUAL), ZWriteEnable(EZW_AUTO),
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ColorMask(ECP_ALL), ColorMaterial(ECM_DIFFUSE),
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PolygonOffsetDepthBias(0.f), PolygonOffsetSlopeScale(0.f),
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PolygonOffsetFactor(0), PolygonOffsetDirection(EPO_FRONT),
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BlendOperation(EBO_NONE), BlendFactor(0.0f),
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Wireframe(false), PointCloud(false), GouraudShading(true),
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Lighting(true), ZWriteEnable(EZW_AUTO), BackfaceCulling(true), FrontfaceCulling(false),
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Lighting(true), BackfaceCulling(true), FrontfaceCulling(false),
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FogEnable(false), NormalizeNormals(false), UseMipMaps(true),
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UserData(0)
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{ }
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@ -386,16 +387,21 @@ namespace video
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//! Thickness of non-3dimensional elements such as lines and points.
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f32 Thickness;
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//! Sets the antialiasing mode
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/** Values are chosen from E_ANTI_ALIASING_MODE. Default is
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EAAM_SIMPLE, i.e. simple multi-sample anti-aliasing. */
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u8 AntiAliasing;
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//! Is the ZBuffer enabled? Default: ECFN_LESSEQUAL
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/** If you want to disable depth test for this material
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just set this parameter to ECFN_DISABLED.
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Values are from E_COMPARISON_FUNC. */
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u8 ZBuffer;
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//! Sets the antialiasing mode
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/** Values are chosen from E_ANTI_ALIASING_MODE. Default is
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EAAM_SIMPLE, i.e. simple multi-sample anti-aliasing. */
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u8 AntiAliasing;
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//! Is the zbuffer writable or is it read-only. Default: EZW_AUTO.
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/** If this parameter is not EZW_OFF, you probably also want to set ZBuffer
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to values other than ECFN_DISABLED (which disables the zbuffer completely) */
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E_ZWRITE ZWriteEnable:3;
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//! Defines the enabled color planes
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/** Values are defined as or'ed values of the E_COLOR_PLANE enum.
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@ -412,22 +418,6 @@ namespace video
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a very similar rendering as with lighting turned off, just with light shading. */
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u8 ColorMaterial:3;
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//! Store the blend operation of choice
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/** Values to be chosen from E_BLEND_OPERATION. */
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E_BLEND_OPERATION BlendOperation:8;
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//! Store the blend factors
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/** textureBlendFunc/textureBlendFuncSeparate functions should be used to write
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properly blending factors to this parameter.
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Due to historical reasons this parameter is not used for material type
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EMT_ONETEXTURE_BLEND which uses MaterialTypeParam instead for the blend factor.
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It's generally used only for materials without any blending otherwise (like EMT_SOLID).
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It's main use is to allow having shader materials which can enable/disable
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blending after they have been created.
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When you set this you usually also have to set BlendOperation to a value != EBO_NONE
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(setting it to EBO_ADD is probably the most common one value). */
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f32 BlendFactor;
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//! A constant z-buffer offset for a polygon/line/point
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/** The range of the value is driver specific.
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On OpenGL you get units which are multiplied by the smallest value that is guaranteed to produce a resolvable offset.
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@ -458,6 +448,22 @@ namespace video
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Can be to front or to back, specified by values from E_POLYGON_OFFSET. */
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E_POLYGON_OFFSET PolygonOffsetDirection:2;
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//! Store the blend operation of choice
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/** Values to be chosen from E_BLEND_OPERATION. */
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E_BLEND_OPERATION BlendOperation:8;
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//! Store the blend factors
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/** textureBlendFunc/textureBlendFuncSeparate functions should be used to write
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properly blending factors to this parameter.
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Due to historical reasons this parameter is not used for material type
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EMT_ONETEXTURE_BLEND which uses MaterialTypeParam instead for the blend factor.
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It's generally used only for materials without any blending otherwise (like EMT_SOLID).
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It's main use is to allow having shader materials which can enable/disable
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blending after they have been created.
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When you set this you usually also have to set BlendOperation to a value != EBO_NONE
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(setting it to EBO_ADD is probably the most common one value). */
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f32 BlendFactor;
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//! Draw as wireframe or filled triangles? Default: false
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/** The user can access a material flag using
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\code material.Wireframe=true \endcode
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@ -473,11 +479,6 @@ namespace video
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//! Will this material be lighted? Default: true
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bool Lighting:1;
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//! Is the zbuffer writable or is it read-only. Default: EZW_AUTO.
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/** If this parameter is not EZW_OFF, you probably also want to set ZBuffer
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to values other than ECFN_DISABLED (which disables the zbuffer completely) */
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E_ZWRITE ZWriteEnable:3;
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//! Is backface culling enabled? Default: true
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bool BackfaceCulling:1;
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@ -1,4 +1,4 @@
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Tests finished. 72 tests of 72 passed.
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Compiled as DEBUG
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Test suite pass at GMT Sat Jan 27 14:25:49 2024
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Test suite pass at GMT Thu Feb 22 17:49:13 2024
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