Commit Graph

12 Commits

Author SHA1 Message Date
cutealien
0368c5b09d IGUIEnvironment::drawAll has now a parameter to allow disabling the automatic resize to driver screensize.
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
2020-12-01 13:42:44 +00:00
engineer_apple
5cb28ea357 Burningsvideo 0.52
- scissor for 2D
- downscaled internal rendertargets,interlaced drawing
- supertuxkart gui ok

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6154 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-11-10 18:49:39 +00:00
engineer_apple
08ae93126c BurningVideo: update Test Cases
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6141 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-10-25 15:06:10 +00:00
engineer_apple
f686d2c8b7 burningvideo 0.5 test update
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6096 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-02-23 03:00:54 +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
5d0b042a65 Use f64 version of reciprocal_squareroot in quaternion::normalize for more precision.
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
2020-01-03 17:09:39 +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
2928a632a4 Material.ZWriteEnable is now of type E_ZWRITE instead of bool and ZWriteFineControl get removed (or merged into ZWriteEnable).
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
2020-01-02 15:34:52 +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
28725e137a Update irrString test due to split changes in r6007
We keep separators now in their own tokens.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6013 dfc29bdd-3216-0410-991c-e03cc46cb475
2019-12-16 16:51:30 +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