master #5

Merged
BRNSystems merged 45 commits from Mirrorlandia_minetest/irrlicht:master into master 2024-02-27 13:26:18 +01:00
3 changed files with 28 additions and 74 deletions
Showing only changes of commit f91be59811 - Show all commits

@ -193,16 +193,9 @@ namespace video
EAAM_SIMPLE=1, EAAM_SIMPLE=1,
//! High-quality anti-aliasing, not always supported, automatically enables SIMPLE mode //! High-quality anti-aliasing, not always supported, automatically enables SIMPLE mode
EAAM_QUALITY=3, EAAM_QUALITY=3,
//! Line smoothing
//! Careful, enabling this can lead to software emulation under OpenGL
EAAM_LINE_SMOOTH=4,
//! point smoothing, often in software and slow, only with OpenGL
EAAM_POINT_SMOOTH=8,
//! All typical anti-alias and smooth modes
EAAM_FULL_BASIC=15,
//! Enhanced anti-aliasing for transparent materials //! Enhanced anti-aliasing for transparent materials
/** Usually used with EMT_TRANSPARENT_ALPHA_CHANNEL_REF and multisampling. */ /** Usually used with EMT_TRANSPARENT_ALPHA_CHANNEL_REF and multisampling. */
EAAM_ALPHA_TO_COVERAGE=16 EAAM_ALPHA_TO_COVERAGE=4
}; };
//! These flags allow to define the interpretation of vertex color when lighting is enabled //! These flags allow to define the interpretation of vertex color when lighting is enabled

@ -125,8 +125,6 @@ bool COGLES1Driver::genericDriverInit(const core::dimension2d<u32>& screenSize,
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glHint(GL_GENERATE_MIPMAP_HINT, GL_FASTEST); glHint(GL_GENERATE_MIPMAP_HINT, GL_FASTEST);
glHint(GL_LINE_SMOOTH_HINT, GL_FASTEST);
glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST);
glDepthFunc(GL_LEQUAL); glDepthFunc(GL_LEQUAL);
glFrontFace(GL_CW); glFrontFace(GL_CW);
glAlphaFunc(GL_GREATER, 0.f); glAlphaFunc(GL_GREATER, 0.f);
@ -1797,8 +1795,6 @@ void COGLES1Driver::setBasicRenderStates(const SMaterial& material, const SMater
// Anti aliasing // Anti aliasing
if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing) if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)
{
// if (FeatureAvailable[IRR_ARB_multisample])
{ {
if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE) if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE); glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
@ -1810,22 +1806,6 @@ void COGLES1Driver::setBasicRenderStates(const SMaterial& material, const SMater
else else
glDisable(GL_MULTISAMPLE); glDisable(GL_MULTISAMPLE);
} }
if ((material.AntiAliasing & EAAM_LINE_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH))
{
if (material.AntiAliasing & EAAM_LINE_SMOOTH)
glEnable(GL_LINE_SMOOTH);
else if (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH)
glDisable(GL_LINE_SMOOTH);
}
if ((material.AntiAliasing & EAAM_POINT_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH))
{
if (material.AntiAliasing & EAAM_POINT_SMOOTH)
// often in software, and thus very slow
glEnable(GL_POINT_SMOOTH);
else if (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH)
glDisable(GL_POINT_SMOOTH);
}
}
// Texture parameters // Texture parameters
setTextureRenderStates(material, resetAllRenderStates); setTextureRenderStates(material, resetAllRenderStates);

@ -171,8 +171,6 @@ bool COpenGLDriver::genericDriverInit()
glClearDepth(1.0); glClearDepth(1.0);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST);
glFrontFace(GL_CW); glFrontFace(GL_CW);
// adjust flat coloring scheme to DirectX version // adjust flat coloring scheme to DirectX version
#if defined(GL_ARB_provoking_vertex) || defined(GL_EXT_provoking_vertex) #if defined(GL_ARB_provoking_vertex) || defined(GL_EXT_provoking_vertex)
@ -2557,10 +2555,9 @@ void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMater
} }
// Anti aliasing // Anti aliasing
if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing) if ((resetAllRenderStates
{ || lastmaterial.AntiAliasing != material.AntiAliasing)
if (FeatureAvailable[IRR_ARB_multisample]) && FeatureAvailable[IRR_ARB_multisample]) {
{
if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE) if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB); glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE) else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
@ -2582,22 +2579,6 @@ void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMater
else else
glDisable(GL_MULTISAMPLE_ARB); glDisable(GL_MULTISAMPLE_ARB);
} }
if ((material.AntiAliasing & EAAM_LINE_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH))
{
if (material.AntiAliasing & EAAM_LINE_SMOOTH)
glEnable(GL_LINE_SMOOTH);
else if (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH)
glDisable(GL_LINE_SMOOTH);
}
if ((material.AntiAliasing & EAAM_POINT_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH))
{
if (material.AntiAliasing & EAAM_POINT_SMOOTH)
// often in software, and thus very slow
glEnable(GL_POINT_SMOOTH);
else if (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH)
glDisable(GL_POINT_SMOOTH);
}
}
// Texture parameters // Texture parameters
setTextureRenderStates(material, resetAllRenderStates); setTextureRenderStates(material, resetAllRenderStates);