Commit e06d5090 authored by hybrid's avatar hybrid

Cleaned up changes.txt

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2180 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 5745b3f4
Changes in version 1.6, TA
Changes in version 1.6
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileSystem is now build internally like for e.g. the image- and meshloaders.
There exists a known list of ArchiveLoaders, which know how to produce a Archive.
The Loaders and the Archives can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Replaced most (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
......@@ -28,7 +28,7 @@ Changes in version 1.6, TA
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
Class Hierarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
......@@ -56,11 +56,7 @@ Changes in version 1.6, TA
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
......@@ -85,27 +81,13 @@ Changes in version 1.6, TA
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
- vector3d<T>& normalize() optimized
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- vector2d bugfix operator+=
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
......@@ -212,12 +194,6 @@ Changes in version 1.6, TA
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
......@@ -228,7 +204,7 @@ Changes in version 1.6, TA
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
- changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
......@@ -236,7 +212,7 @@ Changes in version 1.6, TA
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
Hierarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
......@@ -250,7 +226,6 @@ Changes in version 1.6, TA
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
......@@ -268,8 +243,6 @@ Changes in version 1.6, TA
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
......@@ -285,7 +258,7 @@ Changes in version 1.6, TA
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
-added to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
......@@ -336,16 +309,12 @@ Changes in version 1.6, TA
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
......@@ -360,7 +329,7 @@ Changes in version 1.6, TA
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- optimized IsVisible check in IGUIElement::draw
- Image Loaders
......@@ -377,11 +346,7 @@ Changes in version 1.6, TA
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
......@@ -389,7 +354,7 @@ Changes in version 1.6, TA
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- added MeshBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
......@@ -443,25 +408,14 @@ Changes in version 1.6, TA
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
-------------------------------------------------------------------------------
Changes in version 1.6
- ISceneCollisionManager::getSceneNodeAndCollisionPointFromRay() allows selection by BB and triangle on a heirarchy of scene nodes.
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment