struct S3DVertex;\r
struct S3DVertex2TCoords;\r
struct S3DVertexTangents;\r
- struct SLight;\r
class IImageLoader;\r
class IImageWriter;\r
class IMaterialRenderer;\r
ETS_WORLD,\r
//! Projection transformation\r
ETS_PROJECTION,\r
- //! Texture transformation\r
+ //! Texture 0 transformation\r
+ //! Use E_TRANSFORMATION_STATE(ETS_TEXTURE_0 + texture_number) to access other texture transformations\r
ETS_TEXTURE_0,\r
- //! Texture transformation\r
- ETS_TEXTURE_1,\r
- //! Texture transformation\r
- ETS_TEXTURE_2,\r
- //! Texture transformation\r
- ETS_TEXTURE_3,\r
-#if _IRR_MATERIAL_MAX_TEXTURES_>4\r
- //! Texture transformation\r
- ETS_TEXTURE_4,\r
-#if _IRR_MATERIAL_MAX_TEXTURES_>5\r
- //! Texture transformation\r
- ETS_TEXTURE_5,\r
-#if _IRR_MATERIAL_MAX_TEXTURES_>6\r
- //! Texture transformation\r
- ETS_TEXTURE_6,\r
-#if _IRR_MATERIAL_MAX_TEXTURES_>7\r
- //! Texture transformation\r
- ETS_TEXTURE_7,\r
-#endif\r
-#endif\r
-#endif\r
-#endif\r
//! Only used internally\r
- ETS_COUNT = ETS_TEXTURE_0 + _IRR_MATERIAL_MAX_TEXTURES_\r
+ ETS_COUNT = ETS_TEXTURE_0 + MATERIAL_MAX_TEXTURES\r
};\r
\r
//! Special render targets, which usually map to dedicated hardware\r
_IRR_DEPRECATED_ ITexture* addTexture(const io::path& name, IImage* image, void* mipmapData)\r
{\r
if (image)\r
- image->setMipMapsData(mipmapData, false, true);\r
+ image->setMipMapsData(mipmapData, false);\r
\r
return addTexture(name, image);\r
}\r
\return Amount of primitives drawn in the last frame. */\r
virtual u32 getPrimitiveCountDrawn( u32 mode =0 ) const =0;\r
\r
- //! Deletes all dynamic lights which were previously added with addDynamicLight().\r
- virtual void deleteAllDynamicLights() =0;\r
-\r
- //! adds a dynamic light, returning an index to the light\r
- //! \param light: the light data to use to create the light\r
- //! \return An index to the light, or -1 if an error occurs\r
- virtual s32 addDynamicLight(const SLight& light) =0;\r
-\r
- //! Returns the maximal amount of dynamic lights the device can handle\r
- /** \return Maximal amount of dynamic lights. */\r
- virtual u32 getMaximalDynamicLightAmount() const =0;\r
-\r
- //! Returns amount of dynamic lights currently set\r
- /** \return Amount of dynamic lights currently set */\r
- virtual u32 getDynamicLightCount() const =0;\r
-\r
- //! Returns light data which was previously set by IVideoDriver::addDynamicLight().\r
- /** \param idx Zero based index of the light. Must be 0 or\r
- greater and smaller than IVideoDriver::getDynamicLightCount.\r
- \return Light data. */\r
- virtual const SLight& getDynamicLight(u32 idx) const =0;\r
-\r
- //! Turns a dynamic light on or off\r
- //! \param lightIndex: the index returned by addDynamicLight\r
- //! \param turnOn: true to turn the light on, false to turn it off\r
- virtual void turnLightOn(s32 lightIndex, bool turnOn) =0;\r
-\r
//! Gets name of this video driver.\r
/** \return Returns the name of the video driver, e.g. in case\r
of the Direct3D8 driver, it would return "Direct3D 8.1". */\r
E_MATERIAL_TYPE enum or a value which was returned by\r
addMaterialRenderer().\r
\param name: New name of the material renderer. */\r
- virtual void setMaterialRendererName(s32 idx, const c8* name) =0;\r
+ virtual void setMaterialRendererName(u32 idx, const c8* name) =0;\r
\r
//! Swap the material renderers used for certain id's\r
/** Swap the IMaterialRenderers responsible for rendering specific\r