Avoid creating dummy arrays when we work with non array images.
Just a minor speed improvement.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6329 dfc29bdd-3216-0410-991c-e03cc46cb475
Textures involved had all power of two sizes anyway, so no real difference in this case, just a bit cleaner.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6326 dfc29bdd-3216-0410-991c-e03cc46cb475
Drawing the screenshot itself before taking final result to see if the problem is in the render or the screenshot
Note: Test-images for software-drivers show some other problems there which this test wasn't about.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6322 dfc29bdd-3216-0410-991c-e03cc46cb475
Tests seem to work fine without -Xext and -Xcursor so kicking those out for now.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6321 dfc29bdd-3216-0410-991c-e03cc46cb475
That was a bad case of premature optimization.
Multiplication is indeed faster, but when working with floats this can introduce some rather unexpected inaccuracies.
Like x/x suddenly no longer being 1.0 (something guaranteed by division).
If someone really needs this back, then please add some new function which makes it clear we don't just have a typical division here.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6298 dfc29bdd-3216-0410-991c-e03cc46cb475
Invisible difference, probably some mip-mapping pixel.
Getting rid of some unnecessary global in example 14
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6297 dfc29bdd-3216-0410-991c-e03cc46cb475
They all just implemented the same the default functions do.
This causes now warnings with newer gcc -Wdeprecated settings (otherwise they would have had to implement always both, but makes no sense as they did nothing special).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6280 dfc29bdd-3216-0410-991c-e03cc46cb475
string has operator== for char_type which can save a lot of string allocations when loading xml's.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6206 dfc29bdd-3216-0410-991c-e03cc46cb475
(I was wondering why it worked for UI).
And run some tests (all seem fine... in 64bit, 32-bit has some older problem).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6189 dfc29bdd-3216-0410-991c-e03cc46cb475
That makes it easier to use partial screens, while using automatic alignment.
Default is still automatic resizing as before, thought it got changed a bit as it looked a bit strange.
Before it only set the lower-right corner, but compared to driver screensizes, so it behaved a bit strange
when the leftTop corner of the rootGuiElement was changed (different than when the rightBottom corner was set).
Could be the idea before was that only clipping matters.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6163 dfc29bdd-3216-0410-991c-e03cc46cb475
The f32 version jumped around more on gcc/linux (didn't do so with VisualStudio, mabye sqrt on VS already uses double internally).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6036 dfc29bdd-3216-0410-991c-e03cc46cb475
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
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
This breaks compiling. To have old values replace false with EZW_OFF and true with EWZ_AUTO.
There's a bit history to this change. ZWriteFineControl got introduced after 1.8 so it was never in a released version.
Basically it was needed after some changes had been made to allow shaders to have zwrite enabled independent
of the material-type (which worked badly for shaders). This had caused other problems as it was then enabled too often instead.
So to quickly fix those bugs and avoid breaking compatibility I had introduced a new enum ZWriteFineControl in SMaterial.
This worked and didn't break compiling - but I noticed by now that introducing a second flag for this made maintainance for an already
very hard to understand problem (figuring out the implementation of transparency and zwriting) even more complicated.
So to keep maintance somewhat sane I decided to break compiling now and merge those two flags.
The behavior should not be affected by this commit - except for users which set this flag already in their code and have to switch to the enum now.
Serialization is switched on loading old files (so SMaterial has enum already and writes that out).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6026 dfc29bdd-3216-0410-991c-e03cc46cb475
Before OpenGL used GL_SPHERE_MAP instead of GL_REFLECTION_MAP in COpenGLMaterialRenderer.
Not sure why, but documentation mentioned GL not being implemented, so maybe it was forgotten?
Or maybe I'm missing something as this was a big too easy to fix :-)
Anyway - I tested it and with that change they seem to look now identical to the D3D9 version, so I think it's fine.
Obviously means whoever used the material before on OpenGL has now a changed material.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6014 dfc29bdd-3216-0410-991c-e03cc46cb475