http://code.google.com/p/tubras/source/detail?r=1896
Added:
/trunk/tools/irrb/doc/_static/img017.png
/trunk/tools/irrb/doc/_static/img018.png
Modified:
/trunk/tools/irrb/doc/camlight.rst
/trunk/tools/irrb/doc/irrbmesh.rst
/trunk/tools/irrb/doc/iwalktest.rst
/trunk/tools/irrb/doc/material_panel.rst
=======================================
--- /dev/null
+++ /trunk/tools/irrb/doc/_static/img017.png Tue Jan 3 11:03:18 2012
Binary file, no diff available.
=======================================
--- /dev/null
+++ /trunk/tools/irrb/doc/_static/img018.png Tue Jan 3 11:03:18 2012
Binary file, no diff available.
=======================================
--- /trunk/tools/irrb/doc/camlight.rst Fri Jul 8 13:10:47 2011
+++ /trunk/tools/irrb/doc/camlight.rst Tue Jan 3 11:03:18 2012
@@ -5,9 +5,16 @@
.. toctree::
:maxdepth: 2
-irrB allows camera and light node data to be exported to scene files.
Camera/Light node
-attributes are based on some of Blenders settings but may be overridden by
assigning specific
-Blender ID Properties.
+**irrB** allows camera and light node data to be exported to scene files.
Camera
+and light data is only exported when the corresponding is selected in
**irrB**'s
+export sub-panel.
+
+.. container:: irrb-right
+
+ .. image:: _static/img017.png
+
+Irrlicht camera and light specific properties may be set in **irrB**'s
object
+sub-panel.
Camera Details
--------------
@@ -35,19 +42,13 @@
</attributes>
</node>
-The camera specific attributes are: Target, UpVector, Fovy, Aspect, ZNear,
and ZFar.
-All but the Target and UpVector may be set using the Camera properties
(F9):
-
-Fovy. Set to (2 * atan(16.0 / (Blenders Lens -> Lens value)). May be
overridden with a "float" logic property named "Fovy".
-Aspect. Set to the constant 1.25. May be overridden with a "float" logic
property named "Aspect".
-ZNear. Set to Clipping -> Start value.
-ZFar. Set to Clipping -> End value.
-For now, the Target and UpVector attributes are set to (0,0,0) and (0,1,0)
respectively.
-
-For now, the Target and UpVector attributes are set to (0,0,0) and (0,1,0)
respectively.
-
-Light Details
--------------
+Light Details
+-------------
+
+.. container:: irrb-right
+
+ .. image:: _static/img018.png
+
A light node in a .irr scene file will appear as follows::
<node type="light">
@@ -71,21 +72,4 @@
<bool name="CastShadows" value="true" />
</attributes>
</node>
-The light specific attributes are: LightType, DiffuseColor, SpecularColor,
Attenuation,
-Radius, and CastShadows.
-
-LightType. Based on Blenders lamp type:
-
-* **lamp** -> Point
-* **area** -> Directional
-* **spot** -> Spot
-* **sun** -> Directional
-* **hemi** -> Directional
-
-* **AmbientColor** - Constant (0,0,0).
-* **DiffuseColor** - Set to the R,G,B components of the light color.
-* **SpecularColor** - Constant (1,1,1).
-* **Attenuation** - Set to (0.5 / (Blenders Energy Value)).
-* **Radius** - Set to (2.0 * (Blenders Distance Value)).
-* **CastShadows** - Constant "True".
-
+
=======================================
--- /trunk/tools/irrb/doc/irrbmesh.rst Mon Sep 26 10:03:18 2011
+++ /trunk/tools/irrb/doc/irrbmesh.rst Tue Jan 3 11:03:18 2012
@@ -7,8 +7,7 @@
.. toctree::
:maxdepth: 2
-Key Points
-==========
+.. note::
* The binary mesh format is currently **experimental and subject to
change**.
* irrbmesh files (binary mesh) load into your application very quickly.
@@ -38,10 +37,10 @@
It is relatively easy to enable your application(s) to read and
write .irrbmesh
files. Simply save the following files to your applications source
directory:
- * CIrrbMeshFileLoader.h
- * CIrrBMeshFileLoader.cpp
- * CIrrbMeshWriter.h
- * CIrrBMeshWriter.cpp
+ * `CIrrBMeshFileLoader.h
<http://tubras.googlecode.com/svn/trunk/tools/irrlicht/extensions/CIrrBMeshFileLoader.h>`_
+ * `CIrrBMeshFileLoader.cpp
<http://tubras.googlecode.com/svn/trunk/tools/irrlicht/extensions/CIrrBMeshFileLoader.cpp>`_
+ * `CIrrBMeshWriter.h
<http://tubras.googlecode.com/svn/trunk/tools/irrlicht/extensions/CIrrBMeshWriter.h>`_
+ * `CIrrBMeshWriter.cpp
<http://tubras.googlecode.com/svn/trunk/tools/irrlicht/extensions/CIrrBMeshWriter.cpp>`_
To read .irrbmesh files::
=======================================
--- /trunk/tools/irrb/doc/iwalktest.rst Sun Jan 1 18:40:37 2012
+++ /trunk/tools/irrb/doc/iwalktest.rst Tue Jan 3 11:03:18 2012
@@ -20,7 +20,7 @@
The "Walktest" GUI button will only appear in **irrB**'s export sub-panel
if the
following conditions are met:
- 1. The "IWALKTEST" OS environment variable is defined.
+ 1. The "**IWALKTEST**" OS environment variable is defined.
2. The **irrB** "Scene" option (Export Scene) is selected in the export
sub-panel.
@@ -33,30 +33,55 @@
----
-Walktest Setup
-==============
-A couple of notes on how irrB executes the external application:
-
-* **irrB** sets the current directory to the directory in which the
external application
- resides before running the application.
-
-* irrB passes the full scene file path and file name to the external
application. If
- the environment variable contains a "$1", the scene file is substituted
in its
- place. A "$2" substitution variable is replaced with value of
the "Output Directory" path.
-
+Walk Testing Setup
+==================
+To have **irrB** invoke your own custom application for walk testing, you
must
+create an OS environment variable named "**IWALKTEST**". The value you
assign
+to the **IWALKTEST** environment variable should be the full path to your
application
+executable.
+
+You may choose to pass your application two variables that **irrB**
pre-defines:
+
+ "$1" - The full path to the scene file that was exported.
+
+ "$2" - The value of the "Out Directory" property in the **irrB** export
sub-panel.
+
+For example, say your application is stored as:
+
+ "c:\\myapps\\mygame\\mygame.exe"
+
+and it requires a command line parameter "-i" followed by the scene file
name. In
+this case you would set the **IWALKTEST** environment variable to:
+
+ IWALKTEST=c:\\myapps\\mygame\\mygame.exe -i "$1"
+
+**irrB** will then invoke "mygame.exe" for walk testing and pass it the
scene
+file name (full path) that was exported.
+
+.. note::
+
+ **irrB** sets the current directory to the directory in which the external
+ application resides before running the application.
+
+ **irrB** passes the full scene file path and file name to the external
+ application through the "**$1**" substitution variable.
+
+ If the "Pack Files" export option is selected, the full path to the
generated
+ .zip file is passed as the scene file name.
+
----
-Walktest Options
-================
-
-Walktest options defined in the **irrB** export sub-panel are saved to
a "configuration"
-file alongside the scene file. This file is named "{Scene Name}.cfg".
For example,
-if you export a scene named "TestScene", the walktest options will be
saved to a
-file named "TestScene.cfg".
-
-The format of walktest configuration file is that of an .ini file.
-
-Sample contents of a configuration file::
+Walktest Configuration Options
+==============================
+
+Walktest configuration options defined in the **irrB** export sub-panel
are saved
+to a "configuration" file alongside the scene file. This file is named
+"{Scene Name}.cfg". For example, if you export a scene named "TestScene",
the
+walktest options will be saved to a file named "TestScene.cfg".
+
+The format of the walktest configuration file is that of an .ini file.
+
+Example contents of a walk test configuration file::
[options]
debug = 4
=======================================
--- /trunk/tools/irrb/doc/material_panel.rst Fri Dec 30 12:56:27 2011
+++ /trunk/tools/irrb/doc/material_panel.rst Tue Jan 3 11:03:18 2012
@@ -237,7 +237,7 @@
colors. A texture which will not reflect can be set als Texture 2. Please
note that this material type is currently
not 100% implemented in OpenGL. It works in Direct3D.
-**normalmap_solid* - A solid normal map renderer. First texture is the
color map, the second should be the
+**normalmap_solid** - A solid normal map renderer. First texture is the
color map, the second should be the
normal map. Note that you should use this material only when drawing
geometry consisting of vertices of type
S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into this
format using
IMeshManipulator::createMeshWithTangents() (See SpecialFX2 Tutorial). This
shader runs on vertex shader