Changes in version 1.4.1 (???)
- Speed improvements for WaterSceneNode.
- Bugfix getCurrentRenderTargetSize in D3D drivers. Due to signature differences a wrong virtual method was chosen. Thanks to Jiang for finding it.
- FlyCircle animator now also works for upvectors (Direction parameter) which are not (0,1,0). Is also faster now, since most calculations are done on init. Thanks to Dorth for working on this.
- The 3ds loader correctly creates a texture matrix when texture tiling properties are found in the file.
- Fix for S3DVertex comparison operators. Used some wrong logic.
-------------------------------------------
Changes in version 1.4 (30.11.2007)
- Major API change: All material properties which are available per texture layer (curently texture, texture matrix, texture filters, and texture wrap mode) are separated into a new struct SMaterialLayer. You can access them via the array TextureLayer[] in SMaterial. The texture matrix methods in SMaterial are still alive, and also textures can be accessed via methods in SMaterial now. But still, many places in user code need some update (usually changing material.Textures[i] to material.TextureLayer[i].Texture etc.)
- Major API rewriting for proper const usage. Now, most getter methods are const and so are the larger parameters and return values. Moreover, many methods taking only unsigned numbers now use u32 instead of s32 in order to recognize this limitation from the method's signature.
- the base class for nearly all Irrlicht classes has been renamed from IUnknown to IReferenceCounted
- Fixed Skybox texture orientations. They are now displayed non-flipped. Existing skyboxes have to be changed, though: Exchange left and right texture. Textures from Terragen and other tools can be used directly, now. Quake maps will also need the right/left exchange.
- Added ITexture::isRenderTarget()
- Added STL mesh file format reader and writer.
- Added IMeshManipulator::createMeshWelded which creates a copy of the mesh with similar vertices welded together.
- Irrlicht now has its own file format for static meshes. It is based on xml and has the
extension .irrmesh. Irrlicht is able to write every IMesh to this file format, and of course to
read it back again.
- Irrlicht is now able to write Meshes out into files. Use ISceneManager::createMeshWriter()
to obtain an interface with which you can write out meshes. Currently, an own .irrmesh
file format is supported as well as the COLLADA file format.
- fixed the keyboard autorepeat difference betwenn Linux and Windows. Thanks to denton we now have only KeyPressed events on both systems in case of autorepeat.
- Added several new particle emitters and affectors from IrrSpintz. Also some new getter and setter methods were added.
- D3D transparent materials do not disable zbuffer writing automatically anymore. This has to be done by the user to keep those settings configurable.
- OpenGL texture now also require a regenerateMipmapLevels() after unlocking. This is the same as for d3d devices now.
- Point sprite support in the driver. Point sprites use just one 3d vertex and a size to create a textured billboard on the GPU. This can provide fast particle systems, especially in combination with shaders. The proper particle extension will follow later on as it needs some more refactoring.
- OpenGL 2D drawing accuracy fix by tuXXX
- Added OnResize and getCurrentRenderTargetSize to the software video drivers.
- Added Spot light type for dynamic lights. Note that both position and direction for all dynamic lights are now determined by the LightSceneNode, the SLight attributes are only used for internal purposes.
API change! One can easily work around this change by setting the LightSceneNode's Position and Rotation instead of the SLight's. This change won't provoke a compile error, though, and can hence go unrecognized besides the visual problems.
The lights use a default direction (0,0,-1) which is rotated by the usual scene node transformations and can hence be modified by scene node animators.
A change in the Radius usage can lead to strange artifacts. Just increase the Radius in this case. further handling of Radius is to be discussed.
- Added per pixel fog support for OpenGL.
- Added driver support for user defined clip planes, based on mandrav's patch.
The OpenGL version is more picky about ModelView matrices, so it's best to set the projection plane at the time it is used.
- .obj files now load relative indices correctly. Collada files load textures.
- A new MeshBuffer implementation is publicly available. It supports a shared vertex list for all MeshBuffers, used for MS3D meshes.
- MeshBuffers can recalculate their BoundingBoxes on their own now, no need for MeshManipulators. New append methods help to merge MeshBuffers. take care that the types match!
- The new texture generation mode is working. With ETCF_NO_ALPHA_CHANNEL textures are generated without ALPHA bits reserved.
- D3D9 hardware mipmap updates are re-enabled, problems should be reported.
- In some cases fullscreeen modes under win32 should have a better frame rate now.
- Fixed the hillplane mesh to work with non-quadratic dimensions as well. Changed the interface also, so use a u32 dimension to specify the tilecount now.
- Hires timers are disabled on windows systems with more than one CPU, due to bugs
in the BIOS of many multi-core motherboards. To enable hires timers in your project,
use SetProcessAffinityMask to set to use only one CPU before creating the device.
- OpenGL render targets now the same way up as the other drivers. If you have
written opengl shaders that use render targets then you'll need to change your
texture coordinates accordingly.
- Fixed some OpenGL renderstate stuff. setBasicRenderstate returns with
active texture layer 0. The material renderer must return from OnUnset
with the same active texture layer. The alpha test is disabled and the
texture mode should be GL_MODULATE.
- Fixed CSoftwareTexture2::getOriginalSize, reported by CaptainPants. Added a
new method CSoftwareTexture2::getMaxSize to return the size of the largest
mipmap, which is used by texelarea instead of getOriginalSize.
- Changed parameter order of addArrowMesh and added default parameters such
that it's enough to set the color (or even just the name).
- Fixed bugs in MY3D and OBJ loader.
- Added IMeshCache::clearUnusedMeshes(). This allows the user to remove
meshes that are sitting in the mesh cache but aren't used by any scene nodes.
This is useful for example when changing levels.
- Added IUnknown::getReferenceCount()
- createDevice now reports errors if the driverType is unknown, previously it
created a window but populated it with a null driver without any warning.
- Fixed a bug in CBillboardTextSceneNode::setText where the old text was not
cleared.
- Changed irrArray::linear_search to use the == operator rather than <
This may be slower in some cases, but it no longer returns false positives
when searching arrays of classes that override the < operator but
!(x<y) && !(y<x) does not necessarily mean x==y (vectors, positions etc).
- Fixed getSize/getOriginalSize method inversion in OpenGL textures.
- Added per texture-layer filter settings, i.e. one can choose to filter
only chosen texture layers. If all layers are set to the same value the
convenience function material.setFlag(EMF_BILINEAR_FILTER, boolean) can be
used, TRILINEAR_FILTER and ANISOTROPIC_FILTER do work, too. In all other
cases material.BilinearFilter[i] (resp. TrilinerFilter[i] or
AnisotropicFilter[i]) shall are to be used.
- Added adjustable Attenuation for dynamic lights. This allows to change the
intensity of a light based on its dis
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Irrlicht引擎(鬼火游戏引擎 C++版)SVN版本
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这是一个SVN版本,可以使用SVN更新。 Irrlicht引擎是一个用C++书写的高性能实时的3D引擎,可以应用于C++程序或者.NET语言中。通过使用Direct3D(Windows平台),OpenGL 1.2或它自己的软件着色程序,可以实现该引擎的完全跨平台。尽管是开源的,该Irrlicht库提供了可以在商业级的3D引擎上具有的艺术特性,例如动态的阴影,粒子系统,角色动画,室内和室外技术以及碰撞检测等 Irrlicht是一个德国神话故事中的一种动物的名字,它能够发光和飞翔,可以在大部分的沼泽地附近发现它。单词"Irrlicht"是两个德国单词("irr"意思是疯狂的;而"Licht"意思是光)的组合。在英语中,它被译为"鬼火"。 Irrlicht十分幸运地为一个巨大的活跃的开发团队以大量的工程所支持。然而,因为Irrlicht主要由游戏名家Nikolaus Gebhardt所设计,所以该游戏在设计上十分连贯。你可以在网上到处发现有Irrlicht的增强程序,如可选用的地形生成器,入口生成器,输出器,world层生成器,相关教程和编辑器等。而且,它独立地创建了到Java,Perl,Ruby,BASIC,Python,LUA甚至更多种语言的绑定。而最为重要的是,它是完全自由的。
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Irrlicht引擎(鬼火游戏引擎 C++版)SVN版本 (3218个子文件)
cjpeg.1 10KB
jpegtran.1 8KB
djpeg.1 7KB
wrjpgcom.1 3KB
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libpng.3 166KB
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zlib.3 5KB
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sphere.3ds 481KB
room.3ds 5KB
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makefile.aix 3KB
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makefile.amiga 1KB
ANNOUNCE 1KB
makefile.ansi 12KB
ansi2knr 15KB
jmemdosa.asm 8KB
makefile.atari 2KB
png2pnm.bat 2KB
pnm2png.bat 2KB
makedocumentation.bat 211B
pngminus.bat 60B
makefile.bc32 3KB
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- 满衣兄2013-09-02不错,官网直接下载好像要翻墙,用这个版本顺利更新了!
- haomanyujiang2015-02-10很不错的资料,正学习编写引擎
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