Commit 45c26940 authored by nadro's avatar nadro

- More improvements in client states handling.

- Removed debug info drawing for a light in example no. 11.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4415 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 4e0dc592
...@@ -368,9 +368,6 @@ int main() ...@@ -368,9 +368,6 @@ int main()
smgr->addLightSceneNode(0, core::vector3df(0,0,0), smgr->addLightSceneNode(0, core::vector3df(0,0,0),
video::SColorf(0.5f, 1.0f, 0.5f, 0.0f), 800.0f); video::SColorf(0.5f, 1.0f, 0.5f, 0.0f), 800.0f);
light1->setDebugDataVisible ( scene::EDS_BBOX );
// add fly circle animator to light 1 // add fly circle animator to light 1
scene::ISceneNodeAnimator* anim = scene::ISceneNodeAnimator* anim =
smgr->createFlyCircleAnimator (core::vector3df(50,300,0),190.0f, -0.003f); smgr->createFlyCircleAnimator (core::vector3df(50,300,0),190.0f, -0.003f);
......
This diff is collapsed.
...@@ -631,7 +631,7 @@ namespace video ...@@ -631,7 +631,7 @@ namespace video
// Client State calls. // Client State calls.
void setClientState(bool vertex, bool normal, bool color); void setClientState(bool vertex, bool normal, bool color, bool texCoord0);
// Depth calls. // Depth calls.
...@@ -647,6 +647,8 @@ namespace video ...@@ -647,6 +647,8 @@ namespace video
void setActiveTexture(GLenum texture); void setActiveTexture(GLenum texture);
void setClientActiveTexture(GLenum texture);
void setTexture(u32 stage, bool fixedPipeline); void setTexture(u32 stage, bool fixedPipeline);
private: private:
...@@ -655,6 +657,7 @@ namespace video ...@@ -655,6 +657,7 @@ namespace video
bool ClientStateVertex; bool ClientStateVertex;
bool ClientStateNormal; bool ClientStateNormal;
bool ClientStateColor; bool ClientStateColor;
bool ClientStateTexCoord0;
bool DepthMask; bool DepthMask;
GLenum DepthFunc; GLenum DepthFunc;
...@@ -663,6 +666,7 @@ namespace video ...@@ -663,6 +666,7 @@ namespace video
GLenum MatrixMode; GLenum MatrixMode;
GLenum ActiveTexture; GLenum ActiveTexture;
GLenum ClientActiveTexture;
const ITexture* Texture[MATERIAL_MAX_TEXTURES]; const ITexture* Texture[MATERIAL_MAX_TEXTURES];
bool TextureFixedPipeline[MATERIAL_MAX_TEXTURES]; bool TextureFixedPipeline[MATERIAL_MAX_TEXTURES];
......
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