Commit Graph

10 Commits

Author SHA1 Message Date
cutealien
f9e5ef76bd IVideoDriver::getOcclusionQueryResult works now with const node pointer.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6401 dfc29bdd-3216-0410-991c-e03cc46cb475
2022-05-15 11:51:42 +00:00
cutealien
1dbab53e5a Prefer static_cast to reinterpret_cast where possible.
Just safer. Could probably do in a lot more places... another time.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6293 dfc29bdd-3216-0410-991c-e03cc46cb475
2022-01-08 18:22:20 +00:00
cutealien
ffd7b63af0 API BREAKER: Replacing defines in irrTypes.h which are conflicting with c++ reserved identifier rules.
C++ has undefined behavior for identifiers starting with __ or with _ followed by an uppercase letter.
We still have many more (in IrrCompileConfig.h and in all header-guards), will likely replace those later as well.
As a workaround for users which might use irrlicht defines in their code, I've added the header irrLegacyDefines.h
Including that allows to continue using old defines for a while - or make it easier to have code which compiles 
with old and new Irrlicht library versions.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6251 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-08-27 12:55:10 +00:00
cutealien
224d7c5e2c Vertex texture sampling support in Direct3D 9 now controlled via texture-flag ETCF_SUPPORT_VERTEXT_TEXTURE
It's no longer enabled by default as it causes some costs to all texture switches.
Thanks @ edo9300 for reporting (http://irrlicht.sourceforge.net/forum/viewtopic.php?f=7&t=52721)

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6219 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-06-04 12:17:01 +00:00
cutealien
f31c1be792 Remove CD3D9Driver::getViewPort overload which did the exact same thing as base class.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6217 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-05-31 13:36:25 +00:00
cutealien
7b1ee6468d Added 'uint' GLSL uniform support.
Thanks @devsh for the patch.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6073 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-02-10 15:01:11 +00:00
cutealien
50f4bdecbe No longer try creating rtt's for compressed image formats
Those are not supported by any graphic card and we just end up with invalid textures.
Returning 0 now instead in addRenderTargetTexture for OpenGL and D3D9.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6047 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-01-06 14:05:26 +00:00
cutealien
0b71328102 Use BlendFactor only when MaterialType != EMT_ONETEXTURE_BLEND
The way this was implemented BlendFactor and MaterialTypeParam could conflict otherwise as they both send the blend functions.

We could probably rewrite all places which use EMT_ONETEXTURE_BLEND+MaterialTypeParam to additionally check for BlendFactor, but it would still set the blend-functions twice. 
I'm not sure if BlendFactor works with 2D materials currently? (but we can't set those to shaders yet anyway except in the gles branch...).

I've also started documenting a few things about how I suppose it's working, I hope I got it all right.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6034 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-01-03 14:58:46 +00:00
cutealien
473ab1ea58 Unify checks if materials should use transparent render pass with new IVideoDriver::needsTransparentRenderPass function.
Fix bug that AnimatedMeshSceneNode ignored ReadOnlyMaterials flag when checking materials for transparent render passes.
Make IVideoDriver::getMaterialRenderer const.
Fix bugs in COctreeSceneNode, CMeshSceneNode and CAnimatedMeshSceneNode where check for transparency in OnRegisterSceneNode() and in render() where no longer identical (those got added after Irrlicht 1.8).

Some notes for future:
- Maybe we should have a getRenderPass instead of just needsTransparentRenderPass, but this way the code didn't need so much changes and behaves (aside from fixes) pretty much as before.
- Still wondering if the default implementation in CNullDriver::needsTransparentRenderPass should always return false when SMaterial.ZWriteEnable is set to EZW_ON.
  This might be nicer with another material flag. Thought then we might want a material enum to choose the renderpass and that's more work.
  And we get some recursion as needsTransparentRenderPass might want to check result of getWriteZBuffer which calls needsTransparentRenderPass, so we might need a second function or an additional flag there.
  But return false when SMaterial.ZWriteEnable == EZW_ON could still be done as EZW_ON is a new flag so existing behavior shouldn't break. I just don't know right now if having an extra render pass for transparent nodes might still make sense even when zbuffer is not written or if that's really the only reason to do that. Any feedback anyone?



git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6033 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-01-03 11:13:57 +00:00
cutealien
8310a3fbad Avoid warning and make local variable lower-case.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
2019-12-12 16:32:41 +00:00