Commit c6559349 authored by hybrid's avatar hybrid

Replaced some graphics by smaller versions in more compact formats.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2363 dfc29bdd-3216-0410-991c-e03cc46cb475
parent ad8579ca
......@@ -192,6 +192,7 @@ int main()
store pointers to the driver and to the gui environment. */
device->setWindowCaption(L"Irrlicht Engine - User Interface Demo");
device->setResizable(true);
video::IVideoDriver* driver = device->getVideoDriver();
IGUIEnvironment* env = device->getGUIEnvironment();
......
......@@ -61,7 +61,7 @@ int main()
/*
All 2d graphics in this example are put together into one texture,
2ddemo.bmp. Because we want to draw colorkey based sprites, we need to
2ddemo.png. Because we want to draw colorkey based sprites, we need to
load this texture and tell the engine, which part of it should be
transparent based on a colorkey.
......@@ -72,7 +72,7 @@ int main()
e.g. all black pixels transparent. Please note that
makeColorKeyTexture just creates an alpha channel based on the color.
*/
video::ITexture* images = driver->getTexture("../../media/2ddemo.bmp");
video::ITexture* images = driver->getTexture("../../media/2ddemo.png");
driver->makeColorKeyTexture(images, core::position2d<s32>(0,0));
/*
......
......@@ -258,12 +258,11 @@ int main()
to a bigger value, the map will look more rocky.
*/
video::ITexture* colorMap =
driver->getTexture("../../media/rockwall.bmp");
video::ITexture* normalMap =
driver->getTexture("../../media/rockwall_height.bmp");
driver->makeNormalMapTexture(normalMap, 9.0f);
if (normalMap)
driver->makeNormalMapTexture(normalMap, 9.0f);
/*
But just setting color and normal map is not everything. The
......@@ -282,7 +281,8 @@ int main()
roomMesh->getMesh(0));
room = smgr->addMeshSceneNode(tangentMesh);
room->setMaterialTexture(0, colorMap);
room->setMaterialTexture(0,
driver->getTexture("../../media/rockwall.jpg"));
room->setMaterialTexture(1, normalMap);
room->getMaterial(0).SpecularColor.set(0,0,0,0);
......@@ -331,13 +331,16 @@ int main()
sphere->setPosition(core::vector3df(-70,130,45));
// load heightmap, create normal map from it and set it
video::ITexture* earthNormalMap = driver->getTexture("../../media/earthbump.bmp");
driver->makeNormalMapTexture(earthNormalMap, 20.0f);
sphere->setMaterialTexture(1, earthNormalMap);
video::ITexture* earthNormalMap = driver->getTexture("../../media/earthbump.jpg");
if (earthNormalMap)
{
driver->makeNormalMapTexture(earthNormalMap, 20.0f);
sphere->setMaterialTexture(1, earthNormalMap);
sphere->setMaterialType(video::EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA);
}
// adjust material settings
sphere->setMaterialFlag(video::EMF_FOG_ENABLE, true);
sphere->setMaterialType(video::EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA);
// add rotation animator
scene::ISceneNodeAnimator* anim =
......
......@@ -9764,7 +9764,7 @@ Frame base
MeshMaterialList
{
3;
2;
1896;
1,
1,
......@@ -11689,18 +11689,6 @@ Frame base
}
}
Material Material2
{
0.800000;0.800000;0.800000;1.000000;;
0.000000;
0.000000;0.000000;0.000000;;
0.317647;0.317647;0.317647;;
TextureFileName
{
"dwarf2.jpg";
}
}
}
XSkinMeshHeader
......
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B<?xml version="1.0"?>
......
media/terrain-heightmap.bmp

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media/terrain-heightmap.bmp

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media/terrain-heightmap.bmp
media/terrain-heightmap.bmp
media/terrain-heightmap.bmp
media/terrain-heightmap.bmp
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media/terrain-texture.jpg

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media/terrain-texture.jpg

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media/terrain-texture.jpg
media/terrain-texture.jpg
media/terrain-texture.jpg
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media/wall.jpg

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media/wall.jpg

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media/wall.jpg
media/wall.jpg
media/wall.jpg
media/wall.jpg
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