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 !!! - FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders. The FileSystem is now build internally like for e.g. the image- and meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive. There exists a known list of ArchiveLoaders, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime. 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 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) 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. Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS. Native means using the backend OS.
...@@ -28,7 +28,7 @@ Changes in version 1.6, TA ...@@ -28,7 +28,7 @@ Changes in version 1.6, TA
- The IArchive should have a function to create a filetree - The IArchive should have a function to create a filetree
for now CFileList is used. for now CFileList is used.
Class Hiarchy: Class Hierarchy:
IArchiveLoader: is able to produce a IFileArchive IArchiveLoader: is able to produce a IFileArchive
- ZipLoader - ZipLoader
...@@ -56,11 +56,7 @@ Changes in version 1.6, TA ...@@ -56,11 +56,7 @@ Changes in version 1.6, TA
TODO: TODO:
- Big Big Testing!! - 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 - many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir ) - there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem which should be adapted to the virtual filesystem
...@@ -85,27 +81,13 @@ Changes in version 1.6, TA ...@@ -85,27 +81,13 @@ Changes in version 1.6, TA
please test if the serialization works! please test if the serialization works!
- Generic - Generic
- vector3d<T>& normalize() - vector3d<T>& normalize() optimized
#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;-)
added reciprocal_squareroot for f64 added reciprocal_squareroot for f64
- dimension2d - dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other) added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types to cast between different types
- vector2d - vector2d bugfix operator+=
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; }
- C3DMeshLoader renamed chunks const u16 to a enum - C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning" removing "variable declared but never used warning"
...@@ -212,12 +194,6 @@ Changes in version 1.6, TA ...@@ -212,12 +194,6 @@ Changes in version 1.6, TA
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer 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. 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 #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 ...@@ -228,7 +204,7 @@ Changes in version 1.6, TA
all two matrices have to be checked by isIdentity() all two matrices have to be checked by isIdentity()
to let the isIdentity work always to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const - changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck-> on full identityCheck->
to look first on Translation, because this is the most challenging element to look first on Translation, because this is the most challenging element
...@@ -236,7 +212,7 @@ Changes in version 1.6, TA ...@@ -236,7 +212,7 @@ Changes in version 1.6, TA
- virtual core::matrix4 getRelativeTransformation() const - virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check Hierarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity 1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 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 ...@@ -250,7 +226,6 @@ Changes in version 1.6, TA
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget - added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget - added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate - changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values.. - TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector. 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 ~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 ...@@ -268,8 +243,6 @@ Changes in version 1.6, TA
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one ) EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials. which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default 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, - changed SceneNode Skydome f64 to f32,
- AnimatedMesh - AnimatedMesh
-Debug Data: -Debug Data:
...@@ -285,7 +258,7 @@ Changes in version 1.6, TA ...@@ -285,7 +258,7 @@ Changes in version 1.6, TA
added the current mousebutton state to the Mouse Event added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32 -added to CIrrDeviceWin32
TODO: TODO:
- Linux and SDL Device - Linux and SDL Device
- GUI - GUI
...@@ -336,16 +309,12 @@ Changes in version 1.6, TA ...@@ -336,16 +309,12 @@ Changes in version 1.6, TA
Scrollbar notifyListBox notify when the scrollbar is clicked. Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender - 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 Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example shown in the Quake3MapShader Example
TODO: Spritebanks TODO: Spritebanks
- FileOpenDialog - FileOpenDialog
changed the static text for the filename to an edit box. changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText - changed the interface for addEditBox to match with addStaticText
...@@ -360,7 +329,7 @@ Changes in version 1.6, TA ...@@ -360,7 +329,7 @@ Changes in version 1.6, TA
- IComboBox - IComboBox
-added ItemData -added ItemData
- removed IsVisbile check in IGUIElement::draw - optimized IsVisible check in IGUIElement::draw
- Image Loaders - Image Loaders
...@@ -377,11 +346,7 @@ Changes in version 1.6, TA ...@@ -377,11 +346,7 @@ Changes in version 1.6, TA
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero - ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero - impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files - 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 - 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 - OctTree
-added -added
...@@ -389,7 +354,7 @@ Changes in version 1.6, TA ...@@ -389,7 +354,7 @@ Changes in version 1.6, TA
used to leave-out children test if the parent passed a complete frustum. used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test plus: leaves out children test
minus: all edges have to be checked minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree - added MeshBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode: - CQuake3ShaderSceneNode:
- removed function releaseMesh - removed function releaseMesh
...@@ -443,25 +408,14 @@ Changes in version 1.6, TA ...@@ -443,25 +408,14 @@ Changes in version 1.6, TA
used on fonts automatically. used on fonts automatically.
- added Support for Destination Alpha - 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 - Direct3D8
- compile and links again
- added 32 Bit Index Buffer - added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX - compile for XBOX
- Direc3D9 - Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice. - fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor added deleteAllTextures to destuctor
- NullDriver - NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures - 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. - ISceneCollisionManager::getSceneNodeAndCollisionPointFromRay() allows selection by BB and triangle on a heirarchy of scene nodes.
......
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