- -
-
Matt Anderson at
- www.The3dStudio.com who
- kindly gave permission for the use of some textures. These textures are used with permission of
- www.The3dStudio.com and may
- not be re-distributed, sold, or given away except in the form of
- rendered images, animations, or real time 3D applications when credit
- is given to www.The3dStudio.com.
-
- -
-
Jonathan Clark at
- http://www.jonathanclark.com
- for some Golgotha textures thet were released to the public domain.
-
- -
-
The 'Raptor Assault Gunboat' mesh
- & texture are © 2002 by Adrian 'cearny' Cearnau.
-
- -
-
The robot andn ninja mesh and
- animation are by Psionic,
- kindly made available from the CharacterFX
- site
-
- -
-
The 'Razor 2' mesh is by Dennis
- Verbeek
-
- -
-
Skyboxes in cubemapJS.zip are
- ©Johannes Schlorb, used
- with permission.
-
-
- -
-
Grass texture is courtesy of Mathias 'freezer' Walc
-
- -
-
The 'Cuckoo' TrueType font is provided by http://www.grsites.com.
-
- - SoftImage|XSI sample media files (facial.mesh, jaiqua.mesh and associated files) are provided courtesy of Avid Technology, Inc.
- © 2004 Avid Technology, Inc. All rights
- reserved. Avid is either a registered trademark or trademark of Avid
- Technology, Inc. in the United States and/or other countries.
-
- -
-
The Sibenik Cathedral model by Marko Dabrovic - marko@3lhd.com.
-
- -
-
Battle Damaged Sci-fi Helmet - PBR by theblueturtle_, published under a Creative Commons Attribution-NonCommercial license
-
- -
-
Smoke15Frames.png by Beast, published under CC-0 https://opengameart.org/content/smoke-aura
-
-
--- a/Samples/Simple/include/BSP.h 1989-12-31 19:00:00.000000000 -0500
+++ b/Samples/Simple/include/BSP.h 2018-01-17 14:34:43.165692607 -0500
@@ -15,7 +15,6 @@ class _OgreSampleClassExport Sample_BSP
{
mInfo["Title"] = "BSP";
mInfo["Description"] = "A demo of the indoor, or BSP (Binary Space Partition) scene manager. "
- "Also demonstrates how to load BSP maps from Quake 3.";
mInfo["Thumbnail"] = "thumb_bsp.png";
mInfo["Category"] = "Geometry";
}
@@ -76,10 +75,6 @@ class _OgreSampleClassExport Sample_BSP
mCamera->setNearClipDistance(4);
mCamera->setFarClipDistance(4000);
- // Quake uses the Z axis as the up axis, so make necessary adjustments
- mCameraNode->setFixedYawAxis(true, Vector3::UNIT_Z);
- mCameraNode->pitch(Degree(90));
-
// specific for this map
mCameraNode->setPosition(Vector3(0, 0, 340));
--- a/Tests/VisualTests/PlayPen/src/PlayPenTests.cpp 1989-12-31 19:00:00.000000000 -0500
+++ b/Tests/VisualTests/PlayPen/src/PlayPenTests.cpp 2018-01-17 14:44:24.663452014 -0500
@@ -1992,42 +1992,6 @@ PlayPen_Bsp::PlayPen_Bsp()
addScreenshotFrame(10);
}
//----------------------------------------------------------------------------
-
-void PlayPen_Bsp::setupContent()
-{
- // Load Quake3 locations from a file
- ConfigFile cf;
-
- cf.load(mFSLayer->getConfigFilePath("quakemap.cfg"));
-
- String quakePk3 = cf.getSetting("Archive");
- String quakeLevel = cf.getSetting("Map");
-
- //ResourceGroupManager::getSingleton().addResourceLocation(quakePk3, "Zip");
-
- ResourceGroupManager::getSingleton().addResourceLocation(
- quakePk3, "Zip",
- ResourceGroupManager::getSingleton().getWorldResourceGroupName(), true);
-
- // Load world geometry
- mSceneMgr->setWorldGeometry(quakeLevel);
-
- // modify camera for close work
- mCamera->setNearClipDistance(4);
- mCamera->setFarClipDistance(4000);
-
- // Also change position, and set Quake-type orientation
- // Get random player start point
- ViewPoint vp = mSceneMgr->getSuggestedViewpoint(true);
- mCameraNode->setPosition(vp.position);
- mCameraNode->pitch(Degree(90)); // Quake uses X/Y horizon, Z up
- mCameraNode->rotate(vp.orientation);
- // Don't yaw along variable axis, causes leaning
- mCameraNode->setFixedYawAxis(true, Vector3::UNIT_Z);
-
- mCameraNode->yaw(Ogre::Degree(-90.f));
-}
-//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
PlayPen_BuildTangentOnAnimatedMesh::PlayPen_BuildTangentOnAnimatedMesh()