Commit d9c0ceb6 authored by hybrid's avatar hybrid

Change parameter to bool.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1509 dfc29bdd-3216-0410-991c-e03cc46cb475
parent e78db302
...@@ -21,18 +21,18 @@ namespace scene ...@@ -21,18 +21,18 @@ namespace scene
public: public:
//! releases a Mesh from the Q3 Loader //! releases a Mesh from the Q3 Loader
virtual void releaseMesh ( s32 index ) = 0; virtual void releaseMesh(s32 index) = 0;
//! loads the shader definition //! loads the shader definition from file
/** Either from file ( we assume /scripts on fileNameIsValid == 0 ) */ /** \param filename Name of the shaderfile, defaults to /scripts if fileNameIsValid is false.
virtual const quake3::SShader * getShader ( const c8 * filename, s32 fileNameIsValid ) = 0; \param fileNameIsValid Specifies whether the filename is valid in the current situation. */
virtual const quake3::SShader* getShader( const c8* filename, bool fileNameIsValid=true ) = 0;
//! returns a already loaded Shader //! returns a already loaded Shader
virtual const quake3::SShader * getShader ( u32 index ) const = 0; virtual const quake3::SShader* getShader(u32 index) const = 0;
//! get's an interface to the entities //! get's an interface to the entities
virtual const quake3::tQ3EntityList & getEntityList () = 0; virtual const quake3::tQ3EntityList& getEntityList() = 0;
}; };
} // end namespace scene } // end namespace scene
......
...@@ -55,9 +55,9 @@ IAnimatedMesh* CBSPMeshFileLoader::createMesh(io::IReadFile* file) ...@@ -55,9 +55,9 @@ IAnimatedMesh* CBSPMeshFileLoader::createMesh(io::IReadFile* file)
{ {
CQ3LevelMesh* q = new CQ3LevelMesh(FileSystem, SceneManager); CQ3LevelMesh* q = new CQ3LevelMesh(FileSystem, SceneManager);
q->getShader ( "scripts/models.shader", 1 ); q->getShader("scripts/models.shader");
q->getShader ( "scripts/liquid.shader", 1 ); q->getShader("scripts/liquid.shader");
//q->getShader ( "scripts/sky.shader", 1 ); //q->getShader("scripts/sky.shader");
if ( q->loadFile(file) ) if ( q->loadFile(file) )
return q; return q;
...@@ -69,7 +69,7 @@ IAnimatedMesh* CBSPMeshFileLoader::createMesh(io::IReadFile* file) ...@@ -69,7 +69,7 @@ IAnimatedMesh* CBSPMeshFileLoader::createMesh(io::IReadFile* file)
if (strstr(file->getFileName(), ".shader")) if (strstr(file->getFileName(), ".shader"))
{ {
CQ3LevelMesh* q = new CQ3LevelMesh(FileSystem, SceneManager); CQ3LevelMesh* q = new CQ3LevelMesh(FileSystem, SceneManager);
q->getShader ( file->getFileName(), 1 ); q->getShader(file->getFileName());
return q; return q;
} }
......
This diff is collapsed.
...@@ -43,7 +43,7 @@ namespace scene ...@@ -43,7 +43,7 @@ namespace scene
virtual IMesh* getMesh(s32 frameInMs, s32 detailLevel=255, virtual IMesh* getMesh(s32 frameInMs, s32 detailLevel=255,
s32 startFrameLoop=-1, s32 endFrameLoop=-1); s32 startFrameLoop=-1, s32 endFrameLoop=-1);
virtual void releaseMesh ( s32 index ); virtual void releaseMesh( s32 index );
//! Returns an axis aligned bounding box of the mesh. //! Returns an axis aligned bounding box of the mesh.
//! \return A bounding box of this mesh is returned. //! \return A bounding box of this mesh is returned.
...@@ -56,14 +56,14 @@ namespace scene ...@@ -56,14 +56,14 @@ namespace scene
virtual E_ANIMATED_MESH_TYPE getMeshType() const; virtual E_ANIMATED_MESH_TYPE getMeshType() const;
//! loads the shader definition //! loads the shader definition
virtual const quake3::SShader * getShader ( const c8 * filename, s32 fileNameIsValid ); virtual const quake3::SShader * getShader( const c8 * filename, bool fileNameIsValid=true );
//! returns a already loaded Shader //! returns a already loaded Shader
virtual const quake3::SShader * getShader ( u32 index ) const; virtual const quake3::SShader * getShader( u32 index ) const;
//! get's an interface to the entities //! get's an interface to the entities
virtual const quake3::tQ3EntityList & getEntityList (); virtual const quake3::tQ3EntityList & getEntityList();
...@@ -96,6 +96,15 @@ namespace scene ...@@ -96,6 +96,15 @@ namespace scene
return; return;
} }
virtual void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint )
{
return;
}
virtual void setDirty()
{
return;
}
...@@ -301,7 +310,7 @@ namespace scene ...@@ -301,7 +310,7 @@ namespace scene
core::vector2d<f64> TCoords; core::vector2d<f64> TCoords;
core::vector2d<f64> TCoords2; core::vector2d<f64> TCoords2;
void copyto ( video::S3DVertex2TCoords &dest ) const; void copyto( video::S3DVertex2TCoords &dest ) const;
S3DVertex2TCoords_64() {} S3DVertex2TCoords_64() {}
S3DVertex2TCoords_64(const core::vector3d<f64>& pos, const core::vector3d<f64>& normal, const video::SColorf& color, S3DVertex2TCoords_64(const core::vector3d<f64>& pos, const core::vector3d<f64>& normal, const video::SColorf& color,
...@@ -320,9 +329,9 @@ namespace scene ...@@ -320,9 +329,9 @@ namespace scene
} }
}; };
inline void copy ( video::S3DVertex2TCoords * dest, const tBSPVertex * source, inline void copy( video::S3DVertex2TCoords * dest, const tBSPVertex * source,
s32 vertexcolor ) const; s32 vertexcolor ) const;
void copy ( S3DVertex2TCoords_64 * dest, const tBSPVertex * source, s32 vertexcolor ) const; void copy( S3DVertex2TCoords_64 * dest, const tBSPVertex * source, s32 vertexcolor ) const;
struct SBezier struct SBezier
...@@ -406,24 +415,24 @@ namespace scene ...@@ -406,24 +415,24 @@ namespace scene
SQ3Parser Parser; SQ3Parser Parser;
typedef void ( CQ3LevelMesh::*tParserCallback ) ( quake3::SVarGroupList *& groupList ); typedef void( CQ3LevelMesh::*tParserCallback ) ( quake3::SVarGroupList *& groupList );
void parser_parse ( const void * data, u32 size, tParserCallback callback ); void parser_parse( const void * data, u32 size, tParserCallback callback );
void parser_nextToken (); void parser_nextToken();
void dumpVarGroup ( const quake3::SVarGroup * group, s32 stack ) const; void dumpVarGroup( const quake3::SVarGroup * group, s32 stack ) const;
void scriptcallback_entity ( quake3::SVarGroupList *& grouplist ); void scriptcallback_entity( quake3::SVarGroupList *& grouplist );
quake3::tQ3EntityList Entity; quake3::tQ3EntityList Entity;
void scriptcallback_shader ( quake3::SVarGroupList *& grouplist ); void scriptcallback_shader( quake3::SVarGroupList *& grouplist );
core::array < quake3::SShader > Shader; core::array < quake3::SShader > Shader;
quake3::tStringList ShaderFile; quake3::tStringList ShaderFile;
void InitShader (); void InitShader();
void ReleaseShader (); void ReleaseShader();
void ReleaseEntity (); void ReleaseEntity();
s32 setShaderMaterial ( video::SMaterial & material, const tBSPFace * face ) const; s32 setShaderMaterial( video::SMaterial & material, const tBSPFace * face ) const;
struct SToBuffer struct SToBuffer
{ {
...@@ -431,8 +440,8 @@ namespace scene ...@@ -431,8 +440,8 @@ namespace scene
u32 index; u32 index;
}; };
void cleanMeshes (); void cleanMeshes();
void calcBoundingBoxes (); void calcBoundingBoxes();
}; };
......
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