Commit 3ace21dc authored by hybrid's avatar hybrid

Remove automatic zbuffer write enable in transparent d3d materials. To be done...

Remove automatic zbuffer write enable in transparent d3d materials. To be done by the user, just as the OpenGL materials already do.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@856 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 9d137cc7
Changes in version 1.4 (... 2007) Changes in version 1.4 (... 2007)
- D3D transparent materials do not disable zbuffer writing automatically anymore. This has to be done by the user to keep those settings configurable.
- OpenGL texture now also require a regenerateMipmapLevels() after unlocking. This is the same as for d3d devices now.
- Point sprite support in the driver. Point sprites use just one 3d vertex and a size to create a textured billboard on the GPU. This can provide fast particle systems, especially in combination with shaders. The proper particle extension will follow later on as it needs some more refactoring. - Point sprite support in the driver. Point sprites use just one 3d vertex and a size to create a textured billboard on the GPU. This can provide fast particle systems, especially in combination with shaders. The proper particle extension will follow later on as it needs some more refactoring.
- OpenGL 2D drawing accuracy fix by tuXXX - OpenGL 2D drawing accuracy fix by tuXXX
......
...@@ -214,7 +214,6 @@ public: ...@@ -214,7 +214,6 @@ public:
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR); pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR);
} }
material.ZWriteEnable = false;
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
} }
...@@ -251,7 +250,6 @@ public: ...@@ -251,7 +250,6 @@ public:
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
} }
material.ZWriteEnable = false;
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
} }
...@@ -299,7 +297,6 @@ public: ...@@ -299,7 +297,6 @@ public:
pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE); pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
} }
//material.ZWriteEnable = false;
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
} }
...@@ -560,7 +557,6 @@ public: ...@@ -560,7 +557,6 @@ public:
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
} }
material.ZWriteEnable = false;
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
} }
......
...@@ -231,7 +231,6 @@ public: ...@@ -231,7 +231,6 @@ public:
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR); pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR);
} }
material.ZWriteEnable = false;
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
} }
...@@ -271,7 +270,6 @@ public: ...@@ -271,7 +270,6 @@ public:
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
} }
material.ZWriteEnable = false;
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
} }
...@@ -321,7 +319,6 @@ public: ...@@ -321,7 +319,6 @@ public:
} }
//material.ZWriteEnable = false;
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
} }
...@@ -585,7 +582,6 @@ public: ...@@ -585,7 +582,6 @@ public:
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
} }
material.ZWriteEnable = false;
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
} }
......
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