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

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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/wall.jpg

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media/wall.jpg

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media/wall.jpg
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