Quake 3 Map Loader now supports curved surfaces
Nov0
The Quake 3 Map Loader now supports curved surfaces, thanks to by Dean P. Macri
who sent in his code. (He also sent in lots of other cool stuff, which I will merge
with the code of next releases, lots of thanks to him!)
- It is now possible to control what text is printed out to the console and
the debug window of Visual Studio. By getting a pointer to the ILogger
interface, is is possible to adjust if Warning, Error or Informational
texts should be printed out. In addition, now every text can be catched
by the event receiver.
some support for outdoor or terrain rendering
Nov0
There is now some support for outdoor or terrain rendering available.
You can create a static mesh from a heightmap and a texture using
ISceneManager::addTerrainMesh(). You can specify a huge texture if you
like, even bigger as your hardware allows to render, because the texture
will be splitted up if necessary.
Another possibility for doing terrain rendering is the new Terrain Scene
node. But it is only in a very early alpha stage, I disabled for example
the use of different level of details.
- It is now possible to load software images into memory from files on
disk, without creating a hardware texture. You can do this by calling
IVideoDriver::createImageFromFile(). This is very useful for example
for loading heighmaps for terrain renderers.
changing the texture creation mode of the IVideoDriver
Nov0
The engine does no more use only 16 bit textures internaly. Now all
other texture formats are supported too. This means higher precision
and better quality images. In this context, the ISurface interface has
been replaced by IImage, and the ISurfaceLoader by IImageLoader.
- By changing the texture creation mode of the IVideoDriver, it is now
possible to influence how textures are created: You can choose between
‘optimized for speed’, ‘optimized for quality’ or simply set constant
bit depth like ‘always 32 bit’. Also, you can now enable and disable
Mip map generation with these flags. Take a look at
IVideoDriver::setTextureCreationFlag() for details.
Multitexturing now works with linux
Nov0
Multitexturing now works with linux, too. Thanx to Jon Pry again, for showing
me where the problem was.
- The bug (reported by saigumi) preventing scene nodes attached to a camera
from moving correctly is now fixed.
- The “Climb-Walls” bug (reported first by Matthias Gall) is fixed. Gravity
acceleration is now quadratic instead of linear.
- A warning is now printed out, if more vertices are rendererd with one call
than the hardware supports.
Irrlicht.DLL version and header version
Nov0
Before starting up the engine, a version check now is performed and a warning is
written, if Irrlicht.DLL version and header version of your application do
not match.
- A bug with the skybox has been fixed: In OpenGL, it was possible to see the
borders of the skybox. In addition, when a skybox was visible, there were
errors in the texture coordinates of other meshes. This is all fixed now.
- A bug has been fixed causing the engine to crash when removing gui childs
which where created inside the .dll but are removed from outside.
- A bug was fixed causing the engine to crash when drawing debug data of
octtree scene nodes with geometry data with vertices with one texture
coordiante.