Commit 91356d3c authored by hybrid's avatar hybrid

Fix D3D8 MIPMAP LOD Bias.

Fix b3d loader.
Remove empty destructor.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2152 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 19957e61
...@@ -201,9 +201,6 @@ namespace scene ...@@ -201,9 +201,6 @@ namespace scene
// Quake3 Model // Quake3 Model
struct SMD3Special : public virtual IReferenceCounted struct SMD3Special : public virtual IReferenceCounted
{ {
virtual ~SMD3Special ()
{
}
core::stringc Tagname; core::stringc Tagname;
SMD3QuaternionTagList AbsoluteTagList; SMD3QuaternionTagList AbsoluteTagList;
......
...@@ -722,9 +722,9 @@ bool CB3DMeshFileLoader::readChunkBRUS() ...@@ -722,9 +722,9 @@ bool CB3DMeshFileLoader::readChunkBRUS()
{ {
// This is what blitz basic calls a brush, like a Irrlicht Material // This is what blitz basic calls a brush, like a Irrlicht Material
readString(); //name
#ifdef _B3D_READER_DEBUG #ifdef _B3D_READER_DEBUG
const core::stringc name = readString(); os::Printer::log("read Material");
os::Printer::log("read Material", name.c_str());
#endif #endif
Materials.push_back(SB3dMaterial()); Materials.push_back(SB3dMaterial());
SB3dMaterial& B3dMaterial=Materials.getLast(); SB3dMaterial& B3dMaterial=Materials.getLast();
......
...@@ -1492,12 +1492,9 @@ void CD3D8Driver::setBasicRenderStates(const SMaterial& material, const SMateria ...@@ -1492,12 +1492,9 @@ void CD3D8Driver::setBasicRenderStates(const SMaterial& material, const SMateria
if (resetAllRenderstates || lastmaterial.TextureLayer[st].LODBias != material.TextureLayer[st].LODBias) if (resetAllRenderstates || lastmaterial.TextureLayer[st].LODBias != material.TextureLayer[st].LODBias)
{ {
const float tmp = material.TextureLayer[st].LODBias * 0.125f; const float tmp = material.TextureLayer[st].LODBias * 0.125f;
pID3DDevice->SetTextureStageState(st, D3DTSS_MIPMAPLODBIAS, *(DWORD*)(&tmp));
//!TA D3DSAMP_MIPMAPLODBIAS doesn't compile!
/*
pID3DDevice->SetTextureStageState(st, D3DSAMP_MIPMAPLODBIAS, *(DWORD*)(&tmp));
*/
} }
if (resetAllRenderstates || lastmaterial.TextureLayer[st].TextureWrap != material.TextureLayer[st].TextureWrap) if (resetAllRenderstates || lastmaterial.TextureLayer[st].TextureWrap != material.TextureLayer[st].TextureWrap)
{ {
u32 mode = D3DTADDRESS_WRAP; u32 mode = D3DTADDRESS_WRAP;
......
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