Commit a2d8e808 authored by hybrid's avatar hybrid

Added some checks and documentation. Reenabled the normal calculation for...

Added some checks and documentation. Reenabled the normal calculation for non-lighted meshes to make them complete in all occasions. Due to lack of meshes not tested against animated meshes.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1145 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 05667475
This diff is collapsed.
......@@ -47,9 +47,18 @@ private:
struct SB3dChunk
{
SB3dChunk(const SB3dChunkHeader& header, long sp)
: length(header.size+8), startposition(sp)
{
name[0]=header.name[0];
name[1]=header.name[1];
name[2]=header.name[2];
name[3]=header.name[3];
}
c8 name[4];
s32 length;
s32 startposition;
long startposition;
};
struct SB3dTexture
......@@ -70,7 +79,7 @@ private:
f32 red, green, blue, alpha;
f32 shininess;
s32 blend,fx;
SB3dTexture *Textures[2];
SB3dTexture *Textures[video::MATERIAL_MAX_TEXTURES];
};
bool load();
......@@ -85,7 +94,7 @@ private:
bool readChunkBRUS();
core::stringc readString();
core::stringc stripPathFromString(core::stringc string, bool returnPath=false) const;
core::stringc stripPathFromString(const core::stringc& string, bool returnPath=false) const;
void readFloats(f32* vec, u32 count);
core::array<SB3dChunk> B3dStack;
......@@ -107,7 +116,7 @@ private:
//
ISceneManager* SceneManager;
CSkinnedMesh* AnimatedMesh;
io::IReadFile* file;
io::IReadFile* B3DFile;
};
......
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