Changed: #878 Fix typos in comments/code

hg/feature/sound
kervala 15 years ago
parent e065046317
commit e823e9ece2

@ -57,7 +57,7 @@ void CAsyncTextureManager::CTextureEntry::createCoarseBitmap()
CoarseBitmap= *Texture; CoarseBitmap= *Texture;
// remove all mipmaps, and convert to DXTC1 (if possible, ie if was DXTC5 or DXTC3 as example) // remove all mipmaps, and convert to DXTC1 (if possible, ie if was DXTC5 or DXTC3 as example)
CoarseBitmap.releaseMipMaps(); CoarseBitmap.releaseMipMaps();
// TODODO: consersion to DXTC1 // TODODO: conversion to DXTC1
CoarseBitmap.convertToType(CBitmap::DXTC1); CoarseBitmap.convertToType(CBitmap::DXTC1);
} }

@ -17,12 +17,11 @@
#include "std3d.h" #include "std3d.h"
#include "nel/3d/bezier_patch.h" #include "nel/3d/bezier_patch.h"
using namespace NLMISC;
using namespace NLMISC;
namespace NL3D { namespace NL3D {
// *************************************************************************** // ***************************************************************************
void CBezierPatch::make(CVector vertices[4], CVector normals[4]) void CBezierPatch::make(CVector vertices[4], CVector normals[4])
{ {
@ -48,6 +47,7 @@ void CBezierPatch::make(CVector vertices[4], CVector normals[4])
makeInteriors(); makeInteriors();
} }
// *************************************************************************** // ***************************************************************************
void CBezierPatch::makeInteriors() void CBezierPatch::makeInteriors()
{ {
@ -60,6 +60,7 @@ void CBezierPatch::makeInteriors()
Interiors[2] = Tangents[3] + Tangents[4] - c; Interiors[2] = Tangents[3] + Tangents[4] - c;
Interiors[3] = Tangents[5] + Tangents[6] - d; Interiors[3] = Tangents[5] + Tangents[6] - d;
} }
// *************************************************************************** // ***************************************************************************
void CBezierPatch::applyMatrix(const CMatrix &m) void CBezierPatch::applyMatrix(const CMatrix &m)
{ {
@ -73,7 +74,6 @@ void CBezierPatch::applyMatrix(const CMatrix &m)
Interiors[i]= m*Interiors[i]; Interiors[i]= m*Interiors[i];
} }
// *************************************************************************** // ***************************************************************************
static inline void mulAdd(CVector &tgt, const CVector &src, float f) static inline void mulAdd(CVector &tgt, const CVector &src, float f)
{ {
@ -82,7 +82,6 @@ static inline void mulAdd(CVector &tgt, const CVector &src, float f)
tgt.z+= src.z*f; tgt.z+= src.z*f;
} }
// *************************************************************************** // ***************************************************************************
static inline void mulAddD(CVectorD &tgt, const CVector &src, double f) static inline void mulAddD(CVectorD &tgt, const CVector &src, double f)
{ {
@ -91,7 +90,6 @@ static inline void mulAddD(CVectorD &tgt, const CVector &src, double f)
tgt.z+= src.z*f; tgt.z+= src.z*f;
} }
// *************************************************************************** // ***************************************************************************
CVector CBezierPatch::eval(float ps, float pt) const CVector CBezierPatch::eval(float ps, float pt) const
{ {
@ -132,6 +130,7 @@ CVector CBezierPatch::eval(float ps, float pt) const
return p; return p;
} }
// *************************************************************************** // ***************************************************************************
CVectorD CBezierPatch::evalDouble(double ps, double pt) const CVectorD CBezierPatch::evalDouble(double ps, double pt) const
{ {
@ -173,7 +172,6 @@ CVectorD CBezierPatch::evalDouble(double ps, double pt) const
return p; return p;
} }
// *************************************************************************** // ***************************************************************************
CVector CBezierPatch::evalNormal(float ps, float pt) const CVector CBezierPatch::evalNormal(float ps, float pt) const
{ {
@ -250,14 +248,12 @@ CVector CBezierPatch::evalNormal(float ps, float pt) const
mulAdd(tgtT, Tangents[3] , s2 * t3); mulAdd(tgtT, Tangents[3] , s2 * t3);
mulAdd(tgtT, Vertices[2] , s3 * t3); mulAdd(tgtT, Vertices[2] , s3 * t3);
// Return the normal. // Return the normal.
CVector norm= tgtT^tgtS; CVector norm= tgtT^tgtS;
norm.normalize(); norm.normalize();
return norm; return norm;
} }
// *************************************************************************** // ***************************************************************************
CVector CBezierPatch::evalTangentS(float ps, float pt) const CVector CBezierPatch::evalTangentS(float ps, float pt) const
{ {
@ -307,7 +303,6 @@ CVector CBezierPatch::evalTangentS(float ps, float pt) const
return tgtS.normed(); return tgtS.normed();
} }
// *************************************************************************** // ***************************************************************************
CVector CBezierPatch::evalTangentT(float ps, float pt) const CVector CBezierPatch::evalTangentT(float ps, float pt) const
{ {
@ -357,7 +352,6 @@ CVector CBezierPatch::evalTangentT(float ps, float pt) const
return tgtT.normed(); return tgtT.normed();
} }
// *************************************************************************** // ***************************************************************************
void CBezierPatch::CBezierCurve::subdivide(CBezierCurve &left, CBezierCurve &right, float t) void CBezierPatch::CBezierCurve::subdivide(CBezierCurve &left, CBezierCurve &right, float t)
{ {
@ -377,7 +371,6 @@ void CBezierPatch::CBezierCurve::subdivide(CBezierCurve &left, CBezierCurve &ri
left.P3= right.P0= t1*left.P2 + t*right.P1; left.P3= right.P0= t1*left.P2 + t*right.P1;
} }
// *************************************************************************** // ***************************************************************************
void CBezierPatch::subdivideS(CBezierPatch &left, CBezierPatch &right, float s) const void CBezierPatch::subdivideS(CBezierPatch &left, CBezierPatch &right, float s) const
{ {
@ -408,7 +401,6 @@ void CBezierPatch::subdivideS(CBezierPatch &left, CBezierPatch &right, float s)
curveTRight[3].get(right.Vertices[1], right.Tangents[2] , right.Tangents[3] , right.Vertices[2]); curveTRight[3].get(right.Vertices[1], right.Tangents[2] , right.Tangents[3] , right.Vertices[2]);
} }
// *************************************************************************** // ***************************************************************************
void CBezierPatch::subdivideT(CBezierPatch &top, CBezierPatch &bottom, float t) const void CBezierPatch::subdivideT(CBezierPatch &top, CBezierPatch &bottom, float t) const
{ {
@ -439,6 +431,4 @@ void CBezierPatch::subdivideT(CBezierPatch &top, CBezierPatch &bottom, float t)
curveSBottom[3].get(bottom.Vertices[3], bottom.Tangents[5] , bottom.Tangents[4] , bottom.Vertices[2]); curveSBottom[3].get(bottom.Vertices[3], bottom.Tangents[5] , bottom.Tangents[4] , bottom.Vertices[2]);
} }
} // NL3D } // NL3D

@ -21,8 +21,6 @@
#include "nel/3d/texture_bump.h" #include "nel/3d/texture_bump.h"
#include "nel/3d/material.h" #include "nel/3d/material.h"
namespace NL3D { namespace NL3D {
static void convBlend(CMaterial::TBlend blend, GLenum& glenum) static void convBlend(CMaterial::TBlend blend, GLenum& glenum)
@ -86,7 +84,6 @@ static inline void convTexAddr(ITexture *tex, CMaterial::TTexAddressingMode mode
GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV, GL_DOT_PRODUCT_DEPTH_REPLACE_NV GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV, GL_DOT_PRODUCT_DEPTH_REPLACE_NV
}; };
static const GLenum glTexCubeAddrModesNV[] = static const GLenum glTexCubeAddrModesNV[] =
{ {
GL_NONE, GL_TEXTURE_CUBE_MAP_ARB, GL_PASS_THROUGH_NV, GL_CULL_FRAGMENT_NV, GL_NONE, GL_TEXTURE_CUBE_MAP_ARB, GL_PASS_THROUGH_NV, GL_CULL_FRAGMENT_NV,
@ -107,8 +104,6 @@ static inline void convTexAddr(ITexture *tex, CMaterial::TTexAddressingMode mode
} }
} }
// -------------------------------------------------- // --------------------------------------------------
void CDriverGL::setTextureEnvFunction(uint stage, CMaterial& mat) void CDriverGL::setTextureEnvFunction(uint stage, CMaterial& mat)
{ {
@ -152,7 +147,6 @@ void CDriverGL::setTextureEnvFunction(uint stage, CMaterial& mat)
} }
} }
//-------------------------------- //--------------------------------
void CDriverGL::setupUserTextureMatrix(uint numStages, CMaterial& mat) void CDriverGL::setupUserTextureMatrix(uint numStages, CMaterial& mat)
{ {
@ -219,7 +213,6 @@ void CDriverGL::disableUserTextureMatrix()
} }
} }
// -------------------------------------------------- // --------------------------------------------------
CMaterial::TShader CDriverGL::getSupportedShader(CMaterial::TShader shader) CMaterial::TShader CDriverGL::getSupportedShader(CMaterial::TShader shader)
{ {
@ -235,9 +228,6 @@ CMaterial::TShader CDriverGL::getSupportedShader(CMaterial::TShader shader)
} }
} }
// -------------------------------------------------- // --------------------------------------------------
void CDriverGL::setTextureShaders(const uint8 *addressingModes, const CSmartPtr<ITexture> *textures) void CDriverGL::setTextureShaders(const uint8 *addressingModes, const CSmartPtr<ITexture> *textures)
{ {
@ -256,10 +246,7 @@ void CDriverGL::setTextureShaders(const uint8 *addressingModes, const CSmartPtr<
} }
} }
// -------------------------------------------------- // --------------------------------------------------
bool CDriverGL::setupMaterial(CMaterial& mat) bool CDriverGL::setupMaterial(CMaterial& mat)
{ {
H_AUTO_OGL(CDriverGL_setupMaterial) H_AUTO_OGL(CDriverGL_setupMaterial)
@ -268,7 +255,6 @@ bool CDriverGL::setupMaterial(CMaterial& mat)
uint32 touched=mat.getTouched(); uint32 touched=mat.getTouched();
uint stage; uint stage;
// profile. // profile.
_NbSetupMaterialCall++; _NbSetupMaterialCall++;
@ -287,7 +273,6 @@ bool CDriverGL::setupMaterial(CMaterial& mat)
} }
pShader=static_cast<CShaderGL*>((IMaterialDrvInfos*)(mat._MatDrvInfo)); pShader=static_cast<CShaderGL*>((IMaterialDrvInfos*)(mat._MatDrvInfo));
// 1. Setup modified fields of material. // 1. Setup modified fields of material.
//===================================== //=====================================
if( touched ) if( touched )
@ -329,7 +314,6 @@ bool CDriverGL::setupMaterial(CMaterial& mat)
pShader->SupportedShader= getSupportedShader(mat.getShader()); pShader->SupportedShader= getSupportedShader(mat.getShader());
} }
// Since modified, must rebind all openGL states. And do this also for the delete/new problem. // Since modified, must rebind all openGL states. And do this also for the delete/new problem.
/* If an old material is deleted, _CurrentMaterial is invalid. But this is grave only if a new /* If an old material is deleted, _CurrentMaterial is invalid. But this is grave only if a new
material is created, with the same pointer (bad luck). Since an newly allocated material always material is created, with the same pointer (bad luck). Since an newly allocated material always
@ -342,7 +326,6 @@ bool CDriverGL::setupMaterial(CMaterial& mat)
mat.clearTouched(0xFFFFFFFF); mat.clearTouched(0xFFFFFFFF);
} }
// Now we can get the supported shader from the cache. // Now we can get the supported shader from the cache.
CMaterial::TShader matShader = pShader->SupportedShader; CMaterial::TShader matShader = pShader->SupportedShader;
@ -417,7 +400,6 @@ bool CDriverGL::setupMaterial(CMaterial& mat)
} }
} }
// 3. Bind OpenGL States. // 3. Bind OpenGL States.
//======================= //=======================
if (_CurrentMaterial!=&mat) if (_CurrentMaterial!=&mat)
@ -446,7 +428,6 @@ bool CDriverGL::setupMaterial(CMaterial& mat)
_DriverGLStates.alphaFunc(mat.getAlphaTestThreshold()); _DriverGLStates.alphaFunc(mat.getAlphaTestThreshold());
} }
// Bind ZBuffer Part. // Bind ZBuffer Part.
//=================== //===================
_DriverGLStates.enableZWrite(mat.getFlags()&IDRV_MAT_ZWRITE); _DriverGLStates.enableZWrite(mat.getFlags()&IDRV_MAT_ZWRITE);
@ -526,7 +507,6 @@ bool CDriverGL::setupMaterial(CMaterial& mat)
_CurrentMaterial=&mat; _CurrentMaterial=&mat;
} }
// 4. Misc // 4. Misc
//===================================== //=====================================
@ -547,7 +527,6 @@ bool CDriverGL::setupMaterial(CMaterial& mat)
return true; return true;
} }
// *************************************************************************** // ***************************************************************************
sint CDriverGL::beginMultiPass() sint CDriverGL::beginMultiPass()
{ {
@ -574,6 +553,7 @@ sint CDriverGL::beginMultiPass()
default: return 1; default: return 1;
} }
} }
// *************************************************************************** // ***************************************************************************
void CDriverGL::setupPass(uint pass) void CDriverGL::setupPass(uint pass)
{ {
@ -607,7 +587,6 @@ void CDriverGL::setupPass(uint pass)
} }
} }
// *************************************************************************** // ***************************************************************************
void CDriverGL::endMultiPass() void CDriverGL::endMultiPass()
{ {
@ -640,7 +619,6 @@ void CDriverGL::endMultiPass()
} }
} }
// *************************************************************************** // ***************************************************************************
void CDriverGL::computeLightMapInfos (const CMaterial &mat) void CDriverGL::computeLightMapInfos (const CMaterial &mat)
{ {
@ -682,7 +660,6 @@ void CDriverGL::computeLightMapInfos (const CMaterial &mat)
// NB: _NLightMaps==0 means there is no lightmaps at all. // NB: _NLightMaps==0 means there is no lightmaps at all.
} }
// *************************************************************************** // ***************************************************************************
sint CDriverGL::beginLightMapMultiPass () sint CDriverGL::beginLightMapMultiPass ()
{ {
@ -714,13 +691,13 @@ sint CDriverGL::beginLightMapMultiPass ()
// Manage too if no lightmaps. // Manage too if no lightmaps.
return std::max (_NLightMapPass, (uint)1); return std::max (_NLightMapPass, (uint)1);
} }
// *************************************************************************** // ***************************************************************************
void CDriverGL::setupLightMapPass(uint pass) void CDriverGL::setupLightMapPass(uint pass)
{ {
H_AUTO_OGL(CDriverGL_setupLightMapPass) H_AUTO_OGL(CDriverGL_setupLightMapPass)
const CMaterial &mat= *_CurrentMaterial; const CMaterial &mat= *_CurrentMaterial;
// common colors // common colors
static uint32 packedColorBlack= CRGBA(0,0,0,255).getPacked(); static uint32 packedColorBlack= CRGBA(0,0,0,255).getPacked();
static GLfloat glcolBlack[4]= {0.f,0.f,0.f,1.f}; static GLfloat glcolBlack[4]= {0.f,0.f,0.f,1.f};
@ -759,7 +736,6 @@ void CDriverGL::setupLightMapPass(uint pass)
nlassert(pass<_NLightMapPass); nlassert(pass<_NLightMapPass);
// setup Texture Pass. // setup Texture Pass.
//========================= //=========================
uint lmapId; uint lmapId;
@ -953,7 +929,6 @@ void CDriverGL::setupLightMapPass(uint pass)
} }
} }
// setup blend / lighting. // setup blend / lighting.
//========================= //=========================
@ -1012,7 +987,6 @@ void CDriverGL::setupLightMapPass(uint pass)
} }
} }
// Dynamic lighting: The influence of the dynamic light must be added only in the first pass (only one time) // Dynamic lighting: The influence of the dynamic light must be added only in the first pass (only one time)
if(pass==0) if(pass==0)
{ {
@ -1026,6 +1000,7 @@ void CDriverGL::setupLightMapPass(uint pass)
else if(pass==1) else if(pass==1)
_DriverGLStates.setDiffuse(packedColorBlack, glcolBlack); _DriverGLStates.setDiffuse(packedColorBlack, glcolBlack);
} }
// *************************************************************************** // ***************************************************************************
void CDriverGL::endLightMapMultiPass() void CDriverGL::endLightMapMultiPass()
{ {
@ -1057,7 +1032,6 @@ void CDriverGL::endLightMapMultiPass()
} }
} }
// *************************************************************************** // ***************************************************************************
void CDriverGL::resetLightMapVertexSetup() void CDriverGL::resetLightMapVertexSetup()
{ {
@ -1079,7 +1053,6 @@ void CDriverGL::resetLightMapVertexSetup()
_LastVertexSetupIsLightMap= false; _LastVertexSetupIsLightMap= false;
} }
// *************************************************************************** // ***************************************************************************
void CDriverGL::startSpecularBatch() void CDriverGL::startSpecularBatch()
{ {
@ -1185,6 +1158,7 @@ sint CDriverGL::beginSpecularMultiPass()
else else
return 2; return 2;
} }
// *************************************************************************** // ***************************************************************************
void CDriverGL::setupSpecularPass(uint pass) void CDriverGL::setupSpecularPass(uint pass)
{ {
@ -1308,10 +1282,9 @@ void CDriverGL::setupSpecularPass(uint pass)
} }
} }
else else
{ // We have to do it in 2 passes {
// We have to do it in 2 passes
// For Both Pass, setup correct Env. // For Both Pass, setup correct Env.
if( pass == 0 ) if( pass == 0 )
{ // Just display the texture { // Just display the texture
_DriverGLStates.enableBlend(false); _DriverGLStates.enableBlend(false);
@ -1333,7 +1306,6 @@ void CDriverGL::setupSpecularPass(uint pass)
activateTexEnvMode(0, env); activateTexEnvMode(0, env);
// Set stage 1 // Set stage 1
if( mat.getTexture(0) == NULL ) if( mat.getTexture(0) == NULL )
{ {
@ -1355,6 +1327,7 @@ void CDriverGL::setupSpecularPass(uint pass)
} }
} }
} }
// *************************************************************************** // ***************************************************************************
void CDriverGL::endSpecularMultiPass() void CDriverGL::endSpecularMultiPass()
{ {
@ -1364,7 +1337,6 @@ void CDriverGL::endSpecularMultiPass()
setupSpecularEnd(); setupSpecularEnd();
} }
// a functor that can is used to generate a cube map used for specular / diffuse lighting // a functor that can is used to generate a cube map used for specular / diffuse lighting
struct CSpecCubeMapFunctor : ICubeMapFunctor struct CSpecCubeMapFunctor : ICubeMapFunctor
{ {
@ -1380,13 +1352,11 @@ struct CSpecCubeMapFunctor : ICubeMapFunctor
float Exp; float Exp;
}; };
/* /// parameters for specular cube map generation /* /// parameters for specular cube map generation
const uint MaxSpecularExp = 64; const uint MaxSpecularExp = 64;
const uint SpecularExpStep = 8; const uint SpecularExpStep = 8;
const uint SpecularMapSize = 32; */ const uint SpecularMapSize = 32; */
// *************************************************************************** // ***************************************************************************
CTextureCube *CDriverGL::getSpecularCubeMap(uint exp) CTextureCube *CDriverGL::getSpecularCubeMap(uint exp)
{ {
@ -1434,7 +1404,6 @@ CTextureCube *CDriverGL::getSpecularCubeMap(uint exp)
NLMISC::clamp(exp, 1u, (MaxExponent - 1)); NLMISC::clamp(exp, 1u, (MaxExponent - 1));
uint cubeMapIndex = expToCubeMap[exp]; uint cubeMapIndex = expToCubeMap[exp];
nlassert(cubeMapIndex < numCubeMap); nlassert(cubeMapIndex < numCubeMap);
@ -1542,7 +1511,6 @@ void CDriverGL::setupPPLPass(uint pass)
// setup the tex envs // setup the tex envs
// Stage 0 is rgb = DiffuseCubeMap * LightColor + DiffuseGouraud * 1 // Stage 0 is rgb = DiffuseCubeMap * LightColor + DiffuseGouraud * 1
if(_CurrentTexEnvSpecial[0] != TexEnvSpecialPPLStage0) if(_CurrentTexEnvSpecial[0] != TexEnvSpecialPPLStage0)
{ {
@ -1591,8 +1559,6 @@ void CDriverGL::setupPPLPass(uint pass)
env.Env.SrcArg1Alpha = CMaterial::Diffuse; env.Env.SrcArg1Alpha = CMaterial::Diffuse;
activateTexEnvMode(1, env); activateTexEnvMode(1, env);
// Stage 2 is rgb = SpecularCubeMap * SpecularLightColor + Prec * 1 // Stage 2 is rgb = SpecularCubeMap * SpecularLightColor + Prec * 1
// alpha = prec alpha // alpha = prec alpha
@ -1674,7 +1640,6 @@ void CDriverGL::endPPLMultiPass()
// nothing to do there ... // nothing to do there ...
} }
// ******PER PIXEL LIGHTING, NO SPECULAR************************************** // ******PER PIXEL LIGHTING, NO SPECULAR**************************************
sint CDriverGL::beginPPLNoSpecMultiPass() sint CDriverGL::beginPPLNoSpecMultiPass()
{ {
@ -1704,7 +1669,6 @@ void CDriverGL::setupPPLNoSpecPass(uint pass)
activateTexture(0, tex0); activateTexture(0, tex0);
activateTexture(1, mat.getTexture(0)); activateTexture(1, mat.getTexture(0));
for (uint k = 2; k < inlGetNumTextStages(); ++k) for (uint k = 2; k < inlGetNumTextStages(); ++k)
{ {
activateTexture(k, NULL); activateTexture(k, NULL);
@ -1712,7 +1676,6 @@ void CDriverGL::setupPPLNoSpecPass(uint pass)
// setup the tex envs // setup the tex envs
// Stage 0 is rgb = DiffuseCubeMap * LightColor + DiffuseGouraud * 1 (TODO : EnvCombine3) // Stage 0 is rgb = DiffuseCubeMap * LightColor + DiffuseGouraud * 1 (TODO : EnvCombine3)
if(_CurrentTexEnvSpecial[0] != TexEnvSpecialPPLStage0) if(_CurrentTexEnvSpecial[0] != TexEnvSpecialPPLStage0)
{ {
@ -1784,7 +1747,6 @@ void CDriverGL::endPPLNoSpecMultiPass()
} }
}*/ }*/
// *************************************************************************** // ***************************************************************************
/*inline void CDriverGL::setupCausticsFirstTex(const CMaterial &mat) /*inline void CDriverGL::setupCausticsFirstTex(const CMaterial &mat)
{ {
@ -1999,7 +1961,6 @@ void CDriverGL::endCloudMultiPass()
} }
} }
// *************************************************************************** // ***************************************************************************
sint CDriverGL::beginWaterMultiPass() sint CDriverGL::beginWaterMultiPass()
{ {
@ -2088,7 +2049,6 @@ void CDriverGL::setupWaterPassR200(const CMaterial &mat)
} }
} }
// *************************************************************************** // ***************************************************************************
/** water setup for ARB_fragment_program /** water setup for ARB_fragment_program
*/ */
@ -2175,7 +2135,6 @@ void CDriverGL::setupWaterPassARB(const CMaterial &mat)
} }
} }
// *************************************************************************** // ***************************************************************************
/** Presetupped texture shader for water shader on NV20 /** Presetupped texture shader for water shader on NV20
*/ */
@ -2187,7 +2146,6 @@ static const uint8 WaterNoDiffuseTexAddrMode[IDRV_MAT_MAXTEXTURES] =
CMaterial::TextureOff CMaterial::TextureOff
}; };
static const uint8 WaterTexAddrMode[IDRV_MAT_MAXTEXTURES] = static const uint8 WaterTexAddrMode[IDRV_MAT_MAXTEXTURES] =
{ {
CMaterial::FetchTexture, 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 }; static const float IdentityTexMat[4] = { 1.f, 0.f, 0.f, 1.f };
// *************************************************************************** // ***************************************************************************
void CDriverGL::setupWaterPassNV20(const CMaterial &mat) void CDriverGL::setupWaterPassNV20(const CMaterial &mat)
{ {

@ -32,7 +32,7 @@ namespace NLMISC {
/** /**
* TODO Class description * CEventEmitter UNIX implementation
* \author Vianney Lecroart * \author Vianney Lecroart
* \author Nevrax France * \author Nevrax France
* \date 2000 * \date 2000

@ -257,7 +257,7 @@ void CShadowMapManager::renderGenerate(CScene *scene)
if(driverForShadowGeneration) if(driverForShadowGeneration)
driverForShadowGeneration->getWindowSize(wndW, wndH); driverForShadowGeneration->getWindowSize(wndW, wndH);
uint baseTextureSize= scene->getShadowMapTextureSize(); 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 textDestW= min(wndW, (uint32)NL3D_SMM_MAX_TEXTDEST_SIZE);
uint32 textDestH= min(wndH, (uint32)NL3D_SMM_MAX_TEXTDEST_SIZE); uint32 textDestH= min(wndH, (uint32)NL3D_SMM_MAX_TEXTDEST_SIZE);

@ -18,10 +18,6 @@
#include "stdpch.h" #include "stdpch.h"
#ifdef NL_OS_WINDOWS
#include <windows.h>
#endif
#include "actions.h" #include "actions.h"
#include "events_listener.h" #include "events_listener.h"
#include "interface_v3/interface_manager.h" #include "interface_v3/interface_manager.h"

@ -26,9 +26,8 @@
// OS. // OS.
#ifdef NL_OS_WINDOWS #ifdef NL_OS_WINDOWS
# define NOMINMAX
# include <windows.h> # include <windows.h>
# undef min
# undef max
#endif #endif
// Misc // Misc

@ -247,7 +247,6 @@ bool CCtrlTextButton::parse(xmlNodePtr cur, CInterfaceGroup * parentGroup)
if (prop) if (prop)
_TextShadowColorOver = convertColor(prop); _TextShadowColorOver = convertColor(prop);
// *** Read Text Global Color // *** Read Text Global Color
// Default: take "global_color" param interface_element option. // Default: take "global_color" param interface_element option.
_TextModulateGlobalColorNormal= _TextModulateGlobalColorPushed= _TextModulateGlobalColorOver= getModulateGlobalColor(); _TextModulateGlobalColorNormal= _TextModulateGlobalColorPushed= _TextModulateGlobalColorOver= getModulateGlobalColor();
@ -262,12 +261,10 @@ bool CCtrlTextButton::parse(xmlNodePtr cur, CInterfaceGroup * parentGroup)
prop = (char*) xmlGetProp( cur, (xmlChar*)"force_text_over" ); prop = (char*) xmlGetProp( cur, (xmlChar*)"force_text_over" );
if (prop) _ForceTextOver= convertBool(prop); if (prop) _ForceTextOver= convertBool(prop);
// read Text header color // read Text header color
prop = (char*) xmlGetProp( cur, (xmlChar*)"text_header_color" ); prop = (char*) xmlGetProp( cur, (xmlChar*)"text_header_color" );
if (prop) _TextHeaderColor= convertBool(prop); if (prop) _TextHeaderColor= convertBool(prop);
return true; return true;
} }

@ -31,10 +31,6 @@
#include "../time_client.h" #include "../time_client.h"
#include "lua_ihm.h" #include "lua_ihm.h"
#ifdef NL_OS_WINDOWS
#include <windows.h>
#endif
using namespace std; using namespace std;
using namespace NLMISC; using namespace NLMISC;
using namespace NL3D; using namespace NL3D;

@ -19,13 +19,6 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
#include "stdpch.h" #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/path.h"
#include "nel/misc/sha1.h" #include "nel/misc/sha1.h"
#include "bnp_patch.h" #include "bnp_patch.h"

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