Commit Graph

3 Commits

Author SHA1 Message Date
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
c661373121 EMT_REFLECTION_2_LAYER and EMT_TRANSPARENT_REFLECTION_2_LAYER on OpenGL now same as D3D9 version.
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
2019-12-17 14:05:34 +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