mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-11 20:34:47 +00:00
Changed: #878 Fix typos in comments/code
This commit is contained in:
parent
cb86d0ff0e
commit
f0236fc165
11 changed files with 57 additions and 129 deletions
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@ -57,7 +57,7 @@ void CAsyncTextureManager::CTextureEntry::createCoarseBitmap()
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CoarseBitmap= *Texture;
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// remove all mipmaps, and convert to DXTC1 (if possible, ie if was DXTC5 or DXTC3 as example)
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CoarseBitmap.releaseMipMaps();
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// TODODO: consersion to DXTC1
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// TODODO: conversion to DXTC1
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CoarseBitmap.convertToType(CBitmap::DXTC1);
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}
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@ -17,12 +17,11 @@
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#include "std3d.h"
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#include "nel/3d/bezier_patch.h"
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using namespace NLMISC;
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namespace NL3D {
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// ***************************************************************************
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void CBezierPatch::make(CVector vertices[4], CVector normals[4])
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{
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@ -48,6 +47,7 @@ void CBezierPatch::make(CVector vertices[4], CVector normals[4])
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makeInteriors();
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}
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// ***************************************************************************
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void CBezierPatch::makeInteriors()
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{
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@ -60,6 +60,7 @@ void CBezierPatch::makeInteriors()
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Interiors[2] = Tangents[3] + Tangents[4] - c;
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Interiors[3] = Tangents[5] + Tangents[6] - d;
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}
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// ***************************************************************************
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void CBezierPatch::applyMatrix(const CMatrix &m)
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{
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@ -73,7 +74,6 @@ void CBezierPatch::applyMatrix(const CMatrix &m)
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Interiors[i]= m*Interiors[i];
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}
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// ***************************************************************************
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static inline void mulAdd(CVector &tgt, const CVector &src, float f)
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{
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@ -82,7 +82,6 @@ static inline void mulAdd(CVector &tgt, const CVector &src, float f)
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tgt.z+= src.z*f;
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}
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// ***************************************************************************
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static inline void mulAddD(CVectorD &tgt, const CVector &src, double f)
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{
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@ -91,7 +90,6 @@ static inline void mulAddD(CVectorD &tgt, const CVector &src, double f)
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tgt.z+= src.z*f;
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}
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// ***************************************************************************
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CVector CBezierPatch::eval(float ps, float pt) const
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{
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@ -132,6 +130,7 @@ CVector CBezierPatch::eval(float ps, float pt) const
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return p;
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}
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// ***************************************************************************
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CVectorD CBezierPatch::evalDouble(double ps, double pt) const
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{
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@ -173,7 +172,6 @@ CVectorD CBezierPatch::evalDouble(double ps, double pt) const
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return p;
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}
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// ***************************************************************************
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CVector CBezierPatch::evalNormal(float ps, float pt) const
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{
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@ -250,14 +248,12 @@ CVector CBezierPatch::evalNormal(float ps, float pt) const
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mulAdd(tgtT, Tangents[3] , s2 * t3);
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mulAdd(tgtT, Vertices[2] , s3 * t3);
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// Return the normal.
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CVector norm= tgtT^tgtS;
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norm.normalize();
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return norm;
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}
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// ***************************************************************************
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CVector CBezierPatch::evalTangentS(float ps, float pt) const
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{
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@ -307,7 +303,6 @@ CVector CBezierPatch::evalTangentS(float ps, float pt) const
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return tgtS.normed();
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}
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// ***************************************************************************
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CVector CBezierPatch::evalTangentT(float ps, float pt) const
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{
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@ -357,7 +352,6 @@ CVector CBezierPatch::evalTangentT(float ps, float pt) const
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return tgtT.normed();
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}
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// ***************************************************************************
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void CBezierPatch::CBezierCurve::subdivide(CBezierCurve &left, CBezierCurve &right, float t)
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{
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@ -377,7 +371,6 @@ void CBezierPatch::CBezierCurve::subdivide(CBezierCurve &left, CBezierCurve &ri
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left.P3= right.P0= t1*left.P2 + t*right.P1;
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}
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// ***************************************************************************
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void CBezierPatch::subdivideS(CBezierPatch &left, CBezierPatch &right, float s) const
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{
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@ -408,7 +401,6 @@ void CBezierPatch::subdivideS(CBezierPatch &left, CBezierPatch &right, float s)
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curveTRight[3].get(right.Vertices[1], right.Tangents[2] , right.Tangents[3] , right.Vertices[2]);
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}
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// ***************************************************************************
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void CBezierPatch::subdivideT(CBezierPatch &top, CBezierPatch &bottom, float t) const
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{
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@ -439,6 +431,4 @@ void CBezierPatch::subdivideT(CBezierPatch &top, CBezierPatch &bottom, float t)
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curveSBottom[3].get(bottom.Vertices[3], bottom.Tangents[5] , bottom.Tangents[4] , bottom.Vertices[2]);
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}
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} // NL3D
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@ -21,8 +21,6 @@
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#include "nel/3d/texture_bump.h"
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#include "nel/3d/material.h"
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namespace NL3D {
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static void convBlend(CMaterial::TBlend blend, GLenum& glenum)
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@ -86,7 +84,6 @@ static inline void convTexAddr(ITexture *tex, CMaterial::TTexAddressingMode mode
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GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV, GL_DOT_PRODUCT_DEPTH_REPLACE_NV
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};
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static const GLenum glTexCubeAddrModesNV[] =
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{
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GL_NONE, GL_TEXTURE_CUBE_MAP_ARB, GL_PASS_THROUGH_NV, GL_CULL_FRAGMENT_NV,
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@ -107,8 +104,6 @@ static inline void convTexAddr(ITexture *tex, CMaterial::TTexAddressingMode mode
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}
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}
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// --------------------------------------------------
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void CDriverGL::setTextureEnvFunction(uint stage, CMaterial& mat)
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{
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@ -152,7 +147,6 @@ void CDriverGL::setTextureEnvFunction(uint stage, CMaterial& mat)
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}
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}
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//--------------------------------
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void CDriverGL::setupUserTextureMatrix(uint numStages, CMaterial& mat)
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{
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@ -219,7 +213,6 @@ void CDriverGL::disableUserTextureMatrix()
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}
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}
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// --------------------------------------------------
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CMaterial::TShader CDriverGL::getSupportedShader(CMaterial::TShader shader)
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{
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@ -235,9 +228,6 @@ CMaterial::TShader CDriverGL::getSupportedShader(CMaterial::TShader shader)
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}
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}
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// --------------------------------------------------
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void CDriverGL::setTextureShaders(const uint8 *addressingModes, const CSmartPtr<ITexture> *textures)
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{
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@ -256,10 +246,7 @@ void CDriverGL::setTextureShaders(const uint8 *addressingModes, const CSmartPtr<
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}
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}
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// --------------------------------------------------
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bool CDriverGL::setupMaterial(CMaterial& mat)
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{
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H_AUTO_OGL(CDriverGL_setupMaterial)
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@ -268,7 +255,6 @@ bool CDriverGL::setupMaterial(CMaterial& mat)
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uint32 touched=mat.getTouched();
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uint stage;
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// profile.
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_NbSetupMaterialCall++;
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@ -287,7 +273,6 @@ bool CDriverGL::setupMaterial(CMaterial& mat)
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}
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pShader=static_cast<CShaderGL*>((IMaterialDrvInfos*)(mat._MatDrvInfo));
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// 1. Setup modified fields of material.
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//=====================================
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if( touched )
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pShader->SupportedShader= getSupportedShader(mat.getShader());
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}
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// Since modified, must rebind all openGL states. And do this also for the delete/new problem.
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/* If an old material is deleted, _CurrentMaterial is invalid. But this is grave only if a new
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material is created, with the same pointer (bad luck). Since an newly allocated material always
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mat.clearTouched(0xFFFFFFFF);
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}
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// Now we can get the supported shader from the cache.
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CMaterial::TShader matShader = pShader->SupportedShader;
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}
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}
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// 3. Bind OpenGL States.
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//=======================
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if (_CurrentMaterial!=&mat)
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_DriverGLStates.alphaFunc(mat.getAlphaTestThreshold());
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}
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// Bind ZBuffer Part.
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//===================
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_DriverGLStates.enableZWrite(mat.getFlags()&IDRV_MAT_ZWRITE);
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_CurrentMaterial=&mat;
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}
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// 4. Misc
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//=====================================
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return true;
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}
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// ***************************************************************************
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sint CDriverGL::beginMultiPass()
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{
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default: return 1;
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}
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}
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// ***************************************************************************
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void CDriverGL::setupPass(uint pass)
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{
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}
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}
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// ***************************************************************************
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void CDriverGL::endMultiPass()
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{
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}
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}
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// ***************************************************************************
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void CDriverGL::computeLightMapInfos (const CMaterial &mat)
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{
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@ -682,7 +660,6 @@ void CDriverGL::computeLightMapInfos (const CMaterial &mat)
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// NB: _NLightMaps==0 means there is no lightmaps at all.
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}
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// ***************************************************************************
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sint CDriverGL::beginLightMapMultiPass ()
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{
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@ -714,13 +691,13 @@ sint CDriverGL::beginLightMapMultiPass ()
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// Manage too if no lightmaps.
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return std::max (_NLightMapPass, (uint)1);
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}
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// ***************************************************************************
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void CDriverGL::setupLightMapPass(uint pass)
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{
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H_AUTO_OGL(CDriverGL_setupLightMapPass)
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const CMaterial &mat= *_CurrentMaterial;
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// common colors
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static uint32 packedColorBlack= CRGBA(0,0,0,255).getPacked();
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static GLfloat glcolBlack[4]= {0.f,0.f,0.f,1.f};
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@ -759,7 +736,6 @@ void CDriverGL::setupLightMapPass(uint pass)
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nlassert(pass<_NLightMapPass);
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// setup Texture Pass.
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//=========================
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uint lmapId;
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@ -953,7 +929,6 @@ void CDriverGL::setupLightMapPass(uint pass)
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}
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}
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// setup blend / lighting.
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//=========================
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@ -1012,7 +987,6 @@ void CDriverGL::setupLightMapPass(uint pass)
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}
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}
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// Dynamic lighting: The influence of the dynamic light must be added only in the first pass (only one time)
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if(pass==0)
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{
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else if(pass==1)
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_DriverGLStates.setDiffuse(packedColorBlack, glcolBlack);
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}
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// ***************************************************************************
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void CDriverGL::endLightMapMultiPass()
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{
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@ -1057,7 +1032,6 @@ void CDriverGL::endLightMapMultiPass()
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}
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}
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// ***************************************************************************
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void CDriverGL::resetLightMapVertexSetup()
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{
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@ -1079,7 +1053,6 @@ void CDriverGL::resetLightMapVertexSetup()
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_LastVertexSetupIsLightMap= false;
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}
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// ***************************************************************************
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void CDriverGL::startSpecularBatch()
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{
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@ -1185,6 +1158,7 @@ sint CDriverGL::beginSpecularMultiPass()
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else
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return 2;
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}
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// ***************************************************************************
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void CDriverGL::setupSpecularPass(uint pass)
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{
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@ -1308,10 +1282,9 @@ void CDriverGL::setupSpecularPass(uint pass)
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}
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}
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else
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{ // We have to do it in 2 passes
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{
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// We have to do it in 2 passes
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// For Both Pass, setup correct Env.
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if( pass == 0 )
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{ // Just display the texture
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_DriverGLStates.enableBlend(false);
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@ -1333,7 +1306,6 @@ void CDriverGL::setupSpecularPass(uint pass)
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activateTexEnvMode(0, env);
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// Set stage 1
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if( mat.getTexture(0) == NULL )
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{
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@ -1355,6 +1327,7 @@ void CDriverGL::setupSpecularPass(uint pass)
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}
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}
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}
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// ***************************************************************************
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void CDriverGL::endSpecularMultiPass()
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{
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@ -1364,7 +1337,6 @@ void CDriverGL::endSpecularMultiPass()
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setupSpecularEnd();
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}
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// a functor that can is used to generate a cube map used for specular / diffuse lighting
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struct CSpecCubeMapFunctor : ICubeMapFunctor
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{
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@ -1380,13 +1352,11 @@ struct CSpecCubeMapFunctor : ICubeMapFunctor
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float Exp;
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};
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/* /// parameters for specular cube map generation
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const uint MaxSpecularExp = 64;
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const uint SpecularExpStep = 8;
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const uint SpecularMapSize = 32; */
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// ***************************************************************************
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CTextureCube *CDriverGL::getSpecularCubeMap(uint exp)
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{
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@ -1434,7 +1404,6 @@ CTextureCube *CDriverGL::getSpecularCubeMap(uint exp)
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NLMISC::clamp(exp, 1u, (MaxExponent - 1));
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uint cubeMapIndex = expToCubeMap[exp];
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nlassert(cubeMapIndex < numCubeMap);
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@ -1542,7 +1511,6 @@ void CDriverGL::setupPPLPass(uint pass)
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// setup the tex envs
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// Stage 0 is rgb = DiffuseCubeMap * LightColor + DiffuseGouraud * 1
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if(_CurrentTexEnvSpecial[0] != TexEnvSpecialPPLStage0)
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{
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@ -1591,8 +1559,6 @@ void CDriverGL::setupPPLPass(uint pass)
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env.Env.SrcArg1Alpha = CMaterial::Diffuse;
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activateTexEnvMode(1, env);
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// Stage 2 is rgb = SpecularCubeMap * SpecularLightColor + Prec * 1
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// alpha = prec alpha
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@ -1674,7 +1640,6 @@ void CDriverGL::endPPLMultiPass()
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// nothing to do there ...
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}
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// ******PER PIXEL LIGHTING, NO SPECULAR**************************************
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sint CDriverGL::beginPPLNoSpecMultiPass()
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{
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@ -1704,7 +1669,6 @@ void CDriverGL::setupPPLNoSpecPass(uint pass)
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activateTexture(0, tex0);
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activateTexture(1, mat.getTexture(0));
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for (uint k = 2; k < inlGetNumTextStages(); ++k)
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{
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activateTexture(k, NULL);
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@ -1712,7 +1676,6 @@ void CDriverGL::setupPPLNoSpecPass(uint pass)
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// setup the tex envs
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// Stage 0 is rgb = DiffuseCubeMap * LightColor + DiffuseGouraud * 1 (TODO : EnvCombine3)
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if(_CurrentTexEnvSpecial[0] != TexEnvSpecialPPLStage0)
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{
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@ -1784,7 +1747,6 @@ void CDriverGL::endPPLNoSpecMultiPass()
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}
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}*/
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// ***************************************************************************
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/*inline void CDriverGL::setupCausticsFirstTex(const CMaterial &mat)
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{
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@ -1999,7 +1961,6 @@ void CDriverGL::endCloudMultiPass()
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}
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}
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// ***************************************************************************
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sint CDriverGL::beginWaterMultiPass()
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{
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@ -2088,7 +2049,6 @@ void CDriverGL::setupWaterPassR200(const CMaterial &mat)
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}
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}
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// ***************************************************************************
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/** water setup for ARB_fragment_program
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*/
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@ -2175,7 +2135,6 @@ void CDriverGL::setupWaterPassARB(const CMaterial &mat)
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}
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}
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// ***************************************************************************
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/** Presetupped texture shader for water shader on NV20
|
||||
*/
|
||||
|
@ -2187,7 +2146,6 @@ static const uint8 WaterNoDiffuseTexAddrMode[IDRV_MAT_MAXTEXTURES] =
|
|||
CMaterial::TextureOff
|
||||
};
|
||||
|
||||
|
||||
static const uint8 WaterTexAddrMode[IDRV_MAT_MAXTEXTURES] =
|
||||
{
|
||||
CMaterial::FetchTexture,
|
||||
|
@ -2198,7 +2156,6 @@ static const uint8 WaterTexAddrMode[IDRV_MAT_MAXTEXTURES] =
|
|||
|
||||
static const float IdentityTexMat[4] = { 1.f, 0.f, 0.f, 1.f };
|
||||
|
||||
|
||||
// ***************************************************************************
|
||||
void CDriverGL::setupWaterPassNV20(const CMaterial &mat)
|
||||
{
|
||||
|
|
|
@ -32,7 +32,7 @@ namespace NLMISC {
|
|||
|
||||
|
||||
/**
|
||||
* TODO Class description
|
||||
* CEventEmitter UNIX implementation
|
||||
* \author Vianney Lecroart
|
||||
* \author Nevrax France
|
||||
* \date 2000
|
||||
|
|
|
@ -257,7 +257,7 @@ void CShadowMapManager::renderGenerate(CScene *scene)
|
|||
if(driverForShadowGeneration)
|
||||
driverForShadowGeneration->getWindowSize(wndW, wndH);
|
||||
uint baseTextureSize= scene->getShadowMapTextureSize();
|
||||
// Minimize the Dest Texture size, so the blurTexture don't get to heavy in VRAM.
|
||||
// Minimize the Dest Texture size, so the blurTexture don't get too heavy in VRAM.
|
||||
uint32 textDestW= min(wndW, (uint32)NL3D_SMM_MAX_TEXTDEST_SIZE);
|
||||
uint32 textDestH= min(wndH, (uint32)NL3D_SMM_MAX_TEXTDEST_SIZE);
|
||||
|
||||
|
|
|
@ -18,10 +18,6 @@
|
|||
|
||||
#include "stdpch.h"
|
||||
|
||||
#ifdef NL_OS_WINDOWS
|
||||
#include <windows.h>
|
||||
#endif
|
||||
|
||||
#include "actions.h"
|
||||
#include "events_listener.h"
|
||||
#include "interface_v3/interface_manager.h"
|
||||
|
|
|
@ -26,9 +26,8 @@
|
|||
|
||||
// OS.
|
||||
#ifdef NL_OS_WINDOWS
|
||||
# define NOMINMAX
|
||||
# include <windows.h>
|
||||
# undef min
|
||||
# undef max
|
||||
#endif
|
||||
|
||||
// Misc
|
||||
|
|
|
@ -247,7 +247,6 @@ bool CCtrlTextButton::parse(xmlNodePtr cur, CInterfaceGroup * parentGroup)
|
|||
if (prop)
|
||||
_TextShadowColorOver = convertColor(prop);
|
||||
|
||||
|
||||
// *** Read Text Global Color
|
||||
// Default: take "global_color" param interface_element option.
|
||||
_TextModulateGlobalColorNormal= _TextModulateGlobalColorPushed= _TextModulateGlobalColorOver= getModulateGlobalColor();
|
||||
|
@ -262,12 +261,10 @@ bool CCtrlTextButton::parse(xmlNodePtr cur, CInterfaceGroup * parentGroup)
|
|||
prop = (char*) xmlGetProp( cur, (xmlChar*)"force_text_over" );
|
||||
if (prop) _ForceTextOver= convertBool(prop);
|
||||
|
||||
|
||||
// read Text header color
|
||||
prop = (char*) xmlGetProp( cur, (xmlChar*)"text_header_color" );
|
||||
if (prop) _TextHeaderColor= convertBool(prop);
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -31,10 +31,6 @@
|
|||
#include "../time_client.h"
|
||||
#include "lua_ihm.h"
|
||||
|
||||
#ifdef NL_OS_WINDOWS
|
||||
#include <windows.h>
|
||||
#endif
|
||||
|
||||
using namespace std;
|
||||
using namespace NLMISC;
|
||||
using namespace NL3D;
|
||||
|
|
|
@ -19,13 +19,6 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "stdpch.h"
|
||||
#ifdef NL_OS_WINDOWS
|
||||
//#include <sys/utime.h>
|
||||
#else
|
||||
//#include <utime.h>
|
||||
//#define _utimbuf utimbuf
|
||||
//#define _utime utime
|
||||
#endif
|
||||
#include "nel/misc/path.h"
|
||||
#include "nel/misc/sha1.h"
|
||||
#include "bnp_patch.h"
|
||||
|
|
Loading…
Reference in a new issue