forked from Mirrorlandia_minetest/irrlicht
Fix some comments in example 28
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6411 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -316,7 +316,7 @@ private:
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Irrlicht internally uses textures with left-top origin and then corrects the texture-matrices in the fixed-function pipeline.
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For shader materials it's left to the users to handle those UV-flips for the texture-matrix.
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Render target textures (RTT's) in OpenGL are rendered with left-bottom origin and Irrlicht can't change that, so all RTT textures
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in memory are upside-down (unlike all other Irrlicht textures).
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in memory are upside-down (compared to other Irrlicht textures).
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In the fixed function pipeline Irrlicht handles this by flipping the RTT's texture matrix once more and for shaders it's again
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left to the users to handle it.
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Cubemap textures are different from other textures in OpenGL. Each cube side has left-top as the origin. So not flipping Irrlicht textures for those would be fine.
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@ -325,7 +325,7 @@ private:
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So... the following 2 defines are two different workarounds I found. Both are ugly, which one is better in reality depends probably on the scene.
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Only use one of those:
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CUBEMAP_UPSIDE_DOWN_GL_PROJECTION is relatively fast as it just changes the project matrix. The problem is that changing the projection matrix
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CUBEMAP_UPSIDE_DOWN_GL_PROJECTION is relatively fast as it just changes the projection matrix. The problem is that changing the projection matrix
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means changing front/backside culling. So every node rendered has to flip the material flags for those.
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CUBEMAP_USPIDE_DOWN_RTT will change the texture memory itself and flip the image upside-down.
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@ -591,7 +591,7 @@ int main()
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}
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/* Add some background which will show up in the environment maps.
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For first one we use the same textures as used in the spheres.
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For the first background we use the same textures as used in the spheres.
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Note the difference between a skybox and a cubemap is that the skybox really uses 6 different
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textures. While the cubemap uses a single texture created from 6 images. */
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eventReceiver.BackgroundSkybox = smgr->addSkyBoxSceneNode(
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@ -639,7 +639,7 @@ int main()
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#endif
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/*
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Add some moving node to show the difference between static/dynamic environment maps
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Add a moving node to show the difference between static/dynamic environment maps
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*/
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scene::IMeshSceneNode * movingNode = smgr->addCubeSceneNode(30.f);
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movingNode->getMaterial(0).Lighting = false;
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@ -692,7 +692,7 @@ int main()
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driver->beginScene(true, true, video::SColor(255, 127, 127, 255));
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/* Check if we want to update the environment maps.
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Usually not something you'll do every frame, but either once at the star
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Usually not something you'll do every frame, but either once at the start
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or maybe updating an environment map once in a while.
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*/
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int updateCubemaps = eventReceiver.checkCubemapUpdate();
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@ -704,7 +704,7 @@ int main()
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{
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/*
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Flipping projection matrix flips front/backface culling.
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We only have a skybox so in this case this still would be fast, with more objects it's getting more ugly.
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We only have a skybox so in this case it's fast, with more objects it's getting more ugly.
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*/
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smgr->getSceneNodesFromType(scene::ESNT_ANY, allNodes);
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flipCullingFlags(allNodes);
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