Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED.
Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well).
While this touches every header it shouldn't affect users (I hope).
Also a few whitespace changes to unify whitespace usage a bit.
And a bunch of spelling fixes in comments.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 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
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