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EMT_REFLECTION_2_LAYER and EMT_TRANSPARENT_REFLECTION_2_LAYER on OpenGL now same as D3D9 version.
Before OpenGL used GL_SPHERE_MAP instead of GL_REFLECTION_MAP in COpenGLMaterialRenderer. Not sure why, but documentation mentioned GL not being implemented, so maybe it was forgotten? Or maybe I'm missing something as this was a big too easy to fix :-) Anyway - I tested it and with that change they seem to look now identical to the D3D9 version, so I think it's fine. Obviously means whoever used the material before on OpenGL has now a changed material. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6014 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -1,5 +1,6 @@
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--------------------------
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--------------------------
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Changes in 1.9 (not yet released)
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Changes in 1.9 (not yet released)
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- Materials EMT_REFLECTION_2_LAYER and EMT_TRANSPARENT_REFLECTION_2_LAYER on OpenGL are now same as in D3D9. Before GL used a sphere-map for those instead of reflection.
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- Bugfix: CGUIToolBar automatic placement no longer outside of screen when there are modals screens when creating it.
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- Bugfix: CGUIToolBar automatic placement no longer outside of screen when there are modals screens when creating it.
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Or when there are other window elements going over full window-size.
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Or when there are other window elements going over full window-size.
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Thanks to Stephen Lynx for the bugreport and to Sérgio Augusto Vianna for writing a test case with a bug example.
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Thanks to Stephen Lynx for the bugreport and to Sérgio Augusto Vianna for writing a test case with a bug example.
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@ -118,9 +118,7 @@ namespace video
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//! A transparent reflecting material with an optional additional non reflecting texture layer.
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//! A transparent reflecting material with an optional additional non reflecting texture layer.
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/** The reflection map should be set as first texture. The
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/** The reflection map should be set as first texture. The
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transparency depends on the alpha value in the vertex colors. A
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transparency depends on the alpha value in the vertex colors. A
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texture which will not reflect can be set as second texture.
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texture which will not reflect can be set as second texture.*/
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Please note that this material type is currently not 100%
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implemented in OpenGL. */
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EMT_TRANSPARENT_REFLECTION_2_LAYER,
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EMT_TRANSPARENT_REFLECTION_2_LAYER,
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//! A solid normal map renderer.
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//! A solid normal map renderer.
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@ -727,8 +727,8 @@ public:
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT);
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#endif
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#endif
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
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glEnable(GL_TEXTURE_GEN_S);
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glEnable(GL_TEXTURE_GEN_S);
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glEnable(GL_TEXTURE_GEN_T);
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glEnable(GL_TEXTURE_GEN_T);
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}
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}
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@ -812,8 +812,8 @@ public:
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_PREVIOUS_ARB);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_PREVIOUS_ARB);
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#endif
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#endif
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
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glEnable(GL_TEXTURE_GEN_S);
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glEnable(GL_TEXTURE_GEN_S);
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glEnable(GL_TEXTURE_GEN_T);
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glEnable(GL_TEXTURE_GEN_T);
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}
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}
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@ -1,4 +1,4 @@
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Tests finished. 72 tests of 72 passed.
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Tests finished. 72 tests of 72 passed.
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Compiled as DEBUG
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Compiled as DEBUG
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Test suite pass at GMT Mon Dec 16 16:50:00 2019
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Test suite pass at GMT Tue Dec 17 13:59:20 2019
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